{"repo":"kenjinp/hello-terrain","free":true,"listed":false,"github":"https://github.com/kenjinp/hello-terrain","clone":"git clone https://github.com/kenjinp/hello-terrain.git","description":"Realtime web terrain engine, for vast virtual worlds. Built for three.js and react-three/fiber.","language":"TypeScript","stars":41,"topics":["game-development","gamedev","gamedev-tool","gamedevelopment","heightmap","heightmap-terrain","react-three-fiber","terrain","terrain-editing","terrain-visualization"],"license":"MIT","category":"game-templates","readme_excerpt":"hello-terrain Realtime web terrain engine, for vast virtual worlds. Built for three.js and react-three/fiber. Features - Performant variable LOD system for huge (earth-scale!) open worlds - Elevation manipulation, terrain holes, texture painting, overlays, colors, and wetness - TSL-based elevation and texture assignment nodes - Composable compute stage plugins Getting Started 1. Read the Introduction to understand the architecture and see how it's used. 2. Read the Installation instructions. 3. Review the Examples to get an idea of how to do things. 4. For support, join the Discord server. React Example If you're using @hello-terrain/react , the smallest setup is a WebGPU Canvas plus a Terrain render prop: See the React overview and the package readme at packages/react/README.md for the full API and runtime patterns. Shoutouts inspired by Terrain3D with a quad-tree twist. This monorepo workspace was generated with create-krispya.","default_branch":null,"files":null,"tree":[],"storefront":"/r/kenjinp","claimed":false,"request_supported":{"post":"https://gitbuyer.com/r/kenjinp/hello-terrain/request-supported","requests":0},"note":"indexed from public GitHub; nothing is for sale on this page. Clone it from GitHub. Paid listings live at /search."}