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The problem is that Terrain3D works completely fine as a GDExtension. It being in core offers no major advantage, other than increased binary size for users that wouldn't even use it. Jolt has been integrated into Godot because:
What you probably desire is something along the lines of an officially-maintained addon, which is not unthinkable. |
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The main idea here is that Godot allows you to do everything important out of the box, except for editing territories. The best implementation so far is Terrain3D. Why not talk to the authors of the module, including their solution in the engine base? I think they will be only too happy. This may not give any tangible advantages in the module's operation and slightly increase the weight of the engine, but it will give a huge plus in the usability of Godot for ordinary users, providing everything you need right out of the box. This will significantly increase Godot attractiveness and popularity. |
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All serious game engines have the ability to create territories for open locations. Unfortunately, Godot does not have such a built-in system, which is very disappointing. I suggest adding the Terrain3D addon, as the most advanced and stable (in my opinion) addon. Something similar happened recently with Jolt, which was a huge and important step forward. The same step will occur if the built-in territory editor appears in Godot.
https://github.com/TokisanGames/Terrain3D
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