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godot_spatial_gardener: Paint foliage on surfaces

godot_spatial_gardener enables painting plants and props on 3D surfaces, simplifying foliage placement in Godot. It supports large scenes and offers a user-friendly workflow.
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godot_spatial_gardener simplifies foliage placement in Godot by allowing users to paint plants and props directly onto arbitrary 3D surfaces. The plugin addresses the challenge of manually placing foliage or using complex terrain systems. It leverages GDScript for implementation, offering a flexible and easy-to-use solution for level designers and game developers alike.

The plugin supports painting foliage on any 3D surface, not just terrain. It efficiently handles thousands of foliage instances without significantly impacting performance. It offers a user-friendly painting interface and is based on concepts from existing Godot plugins and external resources.

  • Surface Painting: Paint foliage and props directly onto any 3D surface in the scene.
  • Performance Optimized: Designed to handle large numbers of foliage instances with reasonable FPS.
  • GDScript Implementation: Easy to understand and extend with GDScript.
  • Flexible Configuration: Offers configurable parameters for painting settings and foliage distribution.
  • Cross-Platform Compatibility: Compatible with Godot 4.2 and above.
  • Easy Integration: Simple installation process using Godot's plugin system.
  • Extensible: Designed with extensibility in mind for future features and customization.

The project has been actively developed and maintained, with recent commits and a clear release history. The documentation includes a video tutorial for ease of use. Issue reporting is facilitated through GitHub, indicating a commitment to community support. The plugin's stability is dependent on the Godot engine version; current stable releases require Godot 4.2.

godot_spatial_gardener benefits game developers and level designers by streamlining foliage placement, saving time and effort compared to manual placement or procedural methods. It is particularly valuable for projects with hand-crafted levels where a natural-feeling environment is desired. It avoids the complexities of heightmaps and procedural generation while offering a practical and efficient solution.

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Created
4 years ago
Commit
1 year ago
License
MIT
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Updated 16 days ago

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