Skip to content
Merged
Show file tree
Hide file tree
Changes from all commits
Commits
File filter

Filter by extension

Filter by extension

Conversations
Failed to load comments.
Loading
Jump to
Jump to file
Failed to load files.
Loading
Diff view
Diff view
8 changes: 3 additions & 5 deletions examples/3d-island-terrain/README.md
Original file line number Diff line number Diff line change
@@ -1,7 +1,5 @@
An island made with the **3D terrain** extension: a mountain, a cliff and beaches sculpted from a relief, textured layers of grass, dirt, rock and sand with normal maps lit by a low sun, a dirt path painted with events, **terrain grass** swaying in the wind and pushed aside by the player, trees, and the **3D water** around it. Ambient occlusion, a light depth of field and a light bloom finish the look.
# 3D Island Terrain

Select the terrain in the scene editor to sculpt it (raise, lower, smooth, flatten) and paint its layers. Its shape is also described by its "Edits" property: a list of brush strokes that can be read and changed. The character walks on the slopes thanks to the 3D physics behavior of the terrain. A flat terrain painted with sand is the sea floor.
A 3D island to walk around, made with a terrain that can be sculpted and painted in the editor, with wet sand, grass swaying in the wind and water around it.

The sand is wet near the water thanks to the "Wet shore" of the terrain, and the meadow has dry patches and a puddle on the path: the ground can be tinted with a color and made wet (darker and shiny) with the "Tint" and "Wetness" brushes, the "tint" and "wetness" strokes of the "Edits" property, or events. The grass takes the tint of the ground it grows on.

The assets are CC0: the textures and normal maps of the grass (Grass004), dirt (Ground106), rock (Rock058) and sand (Ground080) are from ambientCG, the trees and bushes are from the "Ultimate Nature" pack by Quaternius, and the ripples of the water use a normal map made from "Seamless looping waves heightmaps" by zookeeper (OpenGameArt).
The assets are CC0: ground textures from ambientCG, trees from the "Ultimate Nature" pack by Quaternius and a water normal map made from "Seamless looping waves heightmaps" by zookeeper.
10 changes: 2 additions & 8 deletions examples/starting-3d-grand-theft-auto-with-a-map/README.md
Original file line number Diff line number Diff line change
@@ -1,11 +1,5 @@
# 3D GTA with a map

A 3D open world where you can walk around, jump, get into a car, drive around, and smash into cars and other obstacles, using keyboard or mobile controls. The map is made with a 3D terrain: a town, roads through farms, a hill to climb and mountains around it.
A 3D open world where you can walk, jump, get into a car and drive through a town, farms, forests and a tunnel through a hill, using keyboard or mobile controls. The map is a 3D terrain that can be sculpted and painted in the editor.

The town has streets, sidewalks, buildings, a park and a construction site. A country road goes through farms and climbs a hill, and another road loops back to the town. Select the terrain in the scene editor to sculpt it (raise, lower, smooth, flatten) and paint its grass, asphalt, rock and concrete. Its shape is also described by its "Edits" property: a list of brush strokes that can be read and changed. Cars and the player collide with the ground thanks to the 3D physics behavior of the terrain.

The forests and bushes are "scattered models" objects of the 3D terrain extension: each one draws hundreds of copies of a tree or a bush at once, which is much faster than an object for each tree, on phones too. They grow on the grass of the terrain, away from roads, houses and steep slopes, and follow the ground when it's sculpted. Select one in the scene editor to add or erase trees with its brushes, or change its "Edits" property. Trees have trunk collisions thanks to the 3D physics behavior.

A tunnel goes through the hill. Its entrances are holes in the terrain (made with the hole brush, they are also in its "Edits" property), and the tunnel is a 3D model under the ground, with a mesh collision shape for the cars. Concrete portals around the entrances fill the space between the tunnel and the ground, so that only the tunnel is seen through the holes. In the tunnel, the camera following the car comes closer to stay inside.

The assets are CC0: the buildings, houses, street lights, cones, barriers and town trees are from the City Kits (Commercial, Suburban and Roads) by Kenney, the pine trees and bushes are from the "Ultimate Nature" pack by Quaternius, and the textures of the ground (Grass004, Asphalt025C, Rock058 and Concrete034) are from ambientCG, and the tunnel was made for this example.
The assets are CC0: the City Kits by Kenney, the "Ultimate Nature" pack by Quaternius and ground textures from ambientCG.
Loading