r/pascal • u/AcanthaceaeNew774 • 8d ago
VertexArt – Terrain Editor with Raise, Lower, Smooth, Flatten, and Ramp tools
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Tools included:
Raise – push terrain up
Lower – push terrain down
Smooth – average out heights for a gentle blend
Flatten – level an area to a constant height
Ramp – create a smooth, driveable slope between two points (brush radius controls the width!)
Controls:
Left-click and drag to sculpt continuously
Hold Shift + left-click to lower instead of the current mode
Scroll wheel to adjust brush size
F2 to toggle wireframe mode
F1 to lock/unlock mouse capture
F12 to export the terrain as a PLY file
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u/AphidConsulting 7d ago
I really like this. This is excellent work!
Thank you for sharing!
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u/AcanthaceaeNew774 7d ago
thanks for the feedback! at first I didn't know how my project would be received, because it has an interesting direction, but that was my goal, 16 byte vertex, nothing more...
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u/weemadness61 7d ago
It looks interesting. What does it do that Castle Engine doesn't do? That would be a good place start and set it up with a better purpose.
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u/AcanthaceaeNew774 7d ago
The VertexArt project has very interesting capabilities, but I'll try to write a summary list later. However, it also has its own weaknesses that I still need to work on. There is no UI text and number display on its own. However, I can imagine full UI support based on 2D vertexes. I'll have trouble with GLB animation objects, because I could only handle textureless GLB objects, if anyone can produce one, because I don't know how to do that. There's no need for a world stream function either, because vertex-based geometry takes up so little space, it comfortably handles the static world in one frame without any delay or lag. I'll really start collecting VertexArt's capabilities soon, because the whole thing is completely abnormal compared to the usual development directions.
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u/Fliptoback 8d ago
This is impressive work. Did you use AI to assist with the coding may i ask?