Workflow for 3D Terrains Editing in Godot

Godot Version

4.4

Question

Dear Godot Veterans,

I am looking around on 3D terrains and I have come across several videos:

My questions:

  1. In an open world game, normally games will only load a “chunk” of the whole map, while the other parts far away will be in low-poly and low-res, right? Does Godot support this?

  2. From the first video, while it looks simple, one of my concerns is a game creation is an iterative process. Later, I might wanna change some parts of the biomes of the terrains but not the whole map. Imagine if I have created some objects in the scene already, how will this be? I can just re-export the terrain from Blender, replacing the terrain file directly, but will it work just fine? Any extra steps required?

  3. In 2D game, tiles make designing levels more modular and it is easier to change things around. In 3D, while the first video shows it is possible to create a single terrain Node in Godot, is it possible to make it so we could split a “map” into chunks and design each chunk individually, then somehow “stitch” them into one big map afterward? Or else how do Open World games manage this normally?

I found two promising alternatives:

Terrain3D

HTerrain