Clipmap terrain system for Godot 4, built as a C++ GDExtension. This is the piece the catalog was missing between raw elevation data and a playable world: it imports 16-bit heightmaps, paints up to 32 texture layers with a detiling and triplanar option, and handles the LOD and collision generation that a MeshInstance-based terrain cannot at scale. Pairs directly with the DEM sources already catalogued.
At a glance
Licence
MIT
Commercial use
commercial OK
Credit
Not required
Status
active: License spot-checked at the source; the entry carries dated evidence.
Imports R16, EXR, and PNG heightmaps; R16 is the format most DEM tools export cleanly, and 16-bit is required to avoid terracing
Regions are 1024x1024 by default and sparse, so a large world costs memory only where regions actually exist
Collision is generated for a moving area around the camera rather than the whole terrain; raise the collision radius before doing long-distance raycasts or navmesh baking
GDExtension binaries are per-platform and per-Godot-version; a Godot minor version bump usually needs a matching Terrain3D release
Texture arrays require all albedo and normal maps at identical resolution and format, so batch-convert an AmbientCG or Poly Haven set before assigning slots
Evidence
LICENSE.txt in the repository, main branch (2026-08-24): "MIT License Copyright (c) 2023-2026 Cory Petkovsek, Roope Palmroos, and Contributors."
Same file (2026-08-24): "to deal in the Software without restriction"