Godot Version
4.3
Question
Hey all! I have a large plane mesh (MeshInstance3D) that I have subdivided. My plan is to use this subdivision to make terrain, but I’m actually not sure which way I should go about doing it. I have found some information of shaders that manipulate planes, and I have found information on MeshDataTool that manipulates the mesh. I am not sure which is the best route to go here, so looking for some info. I don’t have any physics in my game, so I don’t have to worry about that aspect thankfully.
I want to be able to manually set the heights of each point to make the terrain, but most of the information I am finding is showing me how to do procedurally generated terrain, which I don’t want to do. It seems that a shader is a popular method for this, but since I don’t want things to be random I am not sure if a shader is the way to go or not.
So basically I am not sure how to modify the mesh to get a terrain, at least not manually. And not sure which of the two methods is the way to go for this.