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Add a documentation of the 3D terrain, grass and scattered models - #1147

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claude/stoic-archimedes-ovjmdi-terrain-docs
Oct 15, 2026
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4ian merged 2 commits into
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claude/stoic-archimedes-ovjmdi-terrain-docs

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@4ian 4ian commented Oct 15, 2026

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A user-oriented documentation of the 3D terrain extension (Terrain3D): the terrain, the terrain grass and the scattered models. It's a new 3D Terrain section in Objects, after 3D Light.

The tools of the terrain in the scene editor``

Pages

  • 3D Terrain (objects/3d-terrain/index.md):
    • what it is and its companion objects;
    • adding a terrain, including the pre-built terrains of the asset store;
    • an annotated picture of the toolbar of the scene editor;
    • starting from a relief or a heightmap, and resolution;
    • layers, textures and normal maps, steep slopes, height blending;
    • lights and shadows, 3D physics and navmesh pathfinding;
    • using the terrain in events.
  • Sculpting and painting:
    • the brushes, with a before/after of a raised hill showing the rock on steep slopes;
    • painting layers, and how it decides where grass and trees grow;
    • tint, wetness and the wet shore of beaches;
    • the "Edits" property, with an example of a road going up a slope;
    • changes made during the game.
  • Grass: where it grows (layer, slope, holes, tint), how to make it look right, and performance (several smaller instances, fade distance, density).
  • Forests, rocks and bushes (scattered models):
    • the ready-to-use pack in the new object dialog;
    • where copies grow;
    • selecting a forest by clicking a tree, then painting and erasing copies;
    • making copies look natural;
    • trunk collisions with the 3D physics and navmesh behaviors;
    • cutting trees with events, and performance.
  • Holes, tunnels and caves:
    • making and filling holes;
    • a step by step recipe for a tunnel, with a picture of what's hidden under the hill of the "3D GTA with a map" example;
    • tips to hide the edges of holes, and the camera in tunnels;
    • caves, wells and mines, and holes made during the game.
  • Tips and best practices: a workflow, size and resolution, performance and mobile games, characters and cars, and a list of common problems with their solutions.

Following AGENTS.md, the pages don't list all the actions, conditions or properties, and give no default values: they explain use cases and link to the generated reference, /gdevelop5/extensions/terrain3d. That page isn't in the repository yet: it should appear with the next automatic update of the extension pages.

Screenshots

  • Editor shots: taken in the real scene editor of GDevelop 5.6.284, on the "3D island terrain" and "3D GTA with a map" examples. Sculpting, painting, tinting, holes and erasing trees were done with the terrain's own functions, then the result was captured with the brush shown, as a stroke would leave it.
  • Game shots: rendered by the game (gameplay tests), with the UI layers hidden.
  • Composites: before/after pictures and the annotated toolbar were assembled from these screenshots.

The images take 2.6 MB in total (JPEG, except the toolbar and property crops).

How it was checked

  • uv run mkdocs build passes with no new warning.
  • I looked at the rendered pages in a browser: images, admonitions, side images and navigation.

Not done

  • Help links: the extension doesn't link to these pages yet. Setting its helpPath (to /objects/3d-terrain) would make the help buttons of the editor and the "Read more" link of the objects list point here; that change belongs in the extensions repository.
  • Tint colors: the GDevelop version used for the screenshots shows preset swatches for the Tint tool rather than the color picker of newer versions. The text only says to choose a color.

🤖 Generated with Claude Code

https://claude.ai/code/session_01BJr8NHQoc1VdQ5fSM9TPzT


Generated by Claude Code

New "3D Terrain" section in the objects, with screenshots taken in the
scene editor and in the games of the 3D island terrain and 3D GTA with a
map examples:
- 3D Terrain: adding a terrain, the tools of the scene editor, relief
  and heightmaps, layers and textures, physics, pathfinding and events.
- Sculpting and painting: the brushes, layers, tint, wetness and wet
  shores, and the "Edits" property.
- Grass, and Forests, rocks and bushes (scattered models): where they
  grow, painting copies, collisions, cutting trees with events and
  performance.
- Holes, tunnels and caves: making and filling holes, and how to build
  a tunnel through a hill.
- Tips and best practices: workflow, resolution, performance on mobile
  and common problems.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01BJr8NHQoc1VdQ5fSM9TPzT
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Project Deployment Actions Updated
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Images automagically compressed by Calibre's image-actions ✨

Compression reduced images by 53.8%, saving 122.4 KB.

Filename Before After Improvement Visual comparison
docs/gdevelop5/objects/3d-terrain/terrain-properties.png 84.2 KB 26.1 KB 69.0% View diff
docs/gdevelop5/objects/3d-terrain/wetness-toolbar.png 72.1 KB 42.2 KB 41.4% View diff
docs/gdevelop5/objects/3d-terrain/terrain-toolbar.png 55.2 KB 29.4 KB 46.6% View diff
docs/gdevelop5/objects/3d-terrain/terrain-edits-property.png 15.9 KB 7.2 KB 54.8% View diff

18 images did not require optimisation.

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4ian merged commit 830c193 into main Oct 15, 2026
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2 participants