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I've been working on a port of Terrain3D as a native Godot engine module (compiled into the binary rather than loaded as a GDExtension). Sharing here in case it's useful or interesting to anyone following this project.
What's different:
All 15+ GDScript editor files ported to C++ (no .gd/.tscn dependencies)
Full access to engine internals
No Ocean
Image Magik texture packing
Observed little frame rate improvement on CPU-bound terrain scenes (informal, formal benchmarks pending)
Targets Godot 4.7 main branch. Runtime core is largely unchanged from upstream — the bulk of the work was the editor UI rewrite in C++.
Not trying to fork the project in any meaningful sense — upstream GDExtension is the right choice for most users. This is more for people building custom engine forks, targeting specific platforms, or needing to squeeze out CPU performance. Happy to discuss or answer questions.
I won't be be doing anymore updates on this module. May also delete it in some time. Those interested can download and keep for themselves.
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Hi — long-time user of Terrain3D, great project.
I've been working on a port of Terrain3D as a native Godot engine module (compiled into the binary rather than loaded as a GDExtension). Sharing here in case it's useful or interesting to anyone following this project.
What's different:
Targets Godot 4.7 main branch. Runtime core is largely unchanged from upstream — the bulk of the work was the editor UI rewrite in C++.
https://github.com/Nmsa3/Terrain3D/tree/godot-module
Not trying to fork the project in any meaningful sense — upstream GDExtension is the right choice for most users. This is more for people building custom engine forks, targeting specific platforms, or needing to squeeze out CPU performance. Happy to discuss or answer questions.
I won't be be doing anymore updates on this module. May also delete it in some time. Those interested can download and keep for themselves.
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