Reduced the restrictions on the blender exporter, now designing terrains is much more practical.
I was finding blender a little on the slow side to work with on larger resolutions, so I started experimenting with my own in-urho terrain editor that mimics blenders modifier stack, with optimisations directed at working with terrains. At first I implemented it in angelscript, now I’ve moved the main parts to C++.
So far I have a basic fractal terrain generator, a ‘hook’ displace (ala blenders hook to vertex), a road excavator, smoothing and also toyed with using physics to erode terrain.
Prototype of Urho’s Navigation mesh and Crowd manager system in IOGRAM: