A heightmap-based terrain plugin for Godot Engine 4.1+, featuring texture painting, LOD, grass, and holes.
HeightMap Terrain is a plugin for Godot Engine that adds a heightmap-based terrain system to the 3D editor. It allows developers to create, paint, and detail landscapes with features like texture painting, level of detail, grass, and holes, filling the gap left by Godot's lack of built-in terrain support.
Godot developers working on 3D games or simulations who need robust terrain creation and editing tools directly within the engine.
It provides a fully-featured, GDScript-based terrain solution with deep editor integration, enabling procedural generation and custom tooling without relying on external engines or waiting for official Godot terrain features.
HeightMap terrain for Godot implemented in GDScript
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Provides intuitive tools for texture painting and terrain sculpting directly in Godot's editor, enabling seamless landscape design without external software, as shown in the editor screenshot and feature list.
Implements Level of Detail (LOD) to dynamically adjust mesh complexity based on camera distance, optimizing frame rates for large terrains, a key feature highlighted in the README.
Written entirely in GDScript for ease of modification, allowing developers to tweak and extend the plugin to fit specific project needs, as emphasized in the philosophy section.
Supports texture painting, holes, grass, coloring, and LOD, offering a robust terrain system that addresses Godot's lack of built-in 3D terrain, as detailed in the key features.
Ships with no extra assets to stay lightweight, requiring users to source or create their own textures and models for grass and details, increasing initial setup time and effort.
Implemented in GDScript rather than C++ or GDExtension, which may introduce performance overhead for complex terrains, especially on lower-end hardware or with dense foliage.
Support for Godot 3.x is discontinued, and future Godot updates might break compatibility, posing a risk for projects with long development cycles or those on older engine versions.
While procedural generation is mentioned, the plugin focuses on editor tools; advanced procedural features require additional scripting or external tools, limiting out-of-the-box automation.