Godot Version
4.6.2
This is DACLOD, Data Aligned Chunked Level Of Detail. The idea comes from the fact that GPU’s
work best with power of 2 textures, like 256, 512, 1024 etc.
DarkGrey456/SLICED-BREAD-DACLOD-
Ordinary Chunked LOD usually uses textures with 1 extra pixel beyond the power of 2 boundary, and the meshes are organized to overlap at the seams … this is different, there is no overlap, the meshes just line up, they have power of 2 vertices, and they read from power of 2 textures.
The meshes are set up with visibility fading - so the visibility range in the editor actually controls which mesh is visible. They are a GLB that I created myself in Blender. The actual rendering method is my completely original modification of the original chunked lod (Thatcher Ulrich)- it uses the GPU to simply displace the vertices of the mesh instances, and the CPU generates collisions and AABB’s at the beginning. And of course they are data aligned - if you subdivide a plan in blender then 2 subdivisions makes 4 vertices, 4 subdivisions makes 6 etc … so I made meshes with 16x16, 32x32, 64x64, 128x128, 256x256. The actual tiles take up the same space, so they do not subdivide like a quad tree … instead I display the lower res tile at a distance at the same scale. They downsample the height texture with no visible popping.
At the moment there is a long winded phase at the beginning where I compute the AABB and the Occlusion shapes (not currently used) and Collision model. This will hopefully become an editor only feature and then I will save the data to a permanent location and then reload each time the game is run.
The terrain wont be visible until the you run the scene, then theres a waiting time … and then at first the chunks look a bit weird until you move the camera … w to fly forward, s to fly back.
Sharing this here because its the fastest Terrain system I have ever used.


