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TerrainOps
Michael edited this page Mar 4, 2022
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I have a weird obsession with making terrain editors. I finally documented this one this time! And also it kinda actually works properly to begin with, which is also nice.
- The editor can be found here, as well as some other information.
Component | Requirement | Notes |
---|---|---|
Operating system | Windows 10 64-bit | 8, 8.1, and 11 should also work; 7 may still work but I'm not supporting it. |
Display | 1600x900 | The program window is hard-wired to work at 1600x900. Maybe when I have more time I'll configure it so that it scales, but I'm not interested in giving that priority right now. |
CPU | Core i5 or equivalent | Certain tasks are more CPU-heavy than others. |
GPU | Dedicated graphics | Will still work on integrated graphics - poorly. |
Obviously, requirements scale up with the size of your terrain. Editing a 128x128 terrain should work pretty well on just about anything, but a 4k terrain will be much more computationally expensive. However, it's not a linear scale; a 4k terrain will usually not be 1024x more performance-intensive than a 128 terrain.
I may make more on some of the specific things you might do with it in the future.
I made this, using GameMaker Studio 2 and a mostly-healthy amount of C++.
Some extra resources also came from:
- Scribble by Juju Adams
- Carton by Juju Adams
- Juju Adams
- Xpanda by Patrik Kraif
- Mountains by sevgenjory from NounProject.com