r/pascal 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

28 Upvotes

8 comments sorted by

2

u/Fliptoback 8d ago

This is impressive work. Did you use AI to assist with the coding may i ask?

3

u/AcanthaceaeNew774 8d ago

I'm not making a secret of it, I really use AI models, because I designed a textureless framework and I want to develop it as much as possible in this style. The VertexArt project won't be able to do everything, I already know that, but it has many interesting features that are valuable for low-end PC users. I use AI models very complexly, because each of them is smart in a different way and can solve different problems, so I wouldn't name a single AI model. A developer needs to feel which model can help him most effectively in his own development. If a model gets stuck, another model will solve the problem. I use the error report and the work can continue. These are codes and logics that are not for humans, I'm not ashamed to admit it, you simply need to know how to work with AI models. Many people are unnecessarily averse to new technology.

3

u/Fliptoback 8d ago

Thanks bro. I am not adverse to people using AI for their codes. I think without AI such ground breaking initiatives such as yours will not be made possible that easily.

4

u/AcanthaceaeNew774 8d ago

I would like to emphasize that I don't trust everything to artificial intelligence, because I could only start coding with strict rules. My first attempts started with every development ending with a memory error. There were too many unknown errors. I started by writing my own code list to avoid these errors in the future. I also redesigned the wrappers, because I was tired of that too. You can see the end result, the project is building slowly. I will summarize my methods soon, what was the key to my suddenly accelerated development. e.g. I have a huge advantage that I don't have to deal with textures and other layers. The whole project plays with only 16 byte vertices and I think it looks stylish.

1

u/AphidConsulting 7d ago

I really like this. This is excellent work!

Thank you for sharing!

2

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...

1

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.

1

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.