Posted June 10, 2025 by QuasarApp Group LTD
The time has come to share one of our most important achievements to date. Although this is a purely technical advancement, which will likely be of most interest to other Qt developers, it will also affect all players.
Previously, like most developers, we used a tile-based LOD system for generating the game world. Essentially, we created chunks based on heightmaps using Qt HeightFieldGeometry
. This solution worked initially, but over time, our ambitions for draw distance grew. When we added rocky and sandy terrains to the game, we encountered many problems:
These problems were very difficult to solve.
In the process of finding solutions, we came across the terrain implementation in UE5, specifically their Nanite system. This impressed us greatly, and we decided to create an analogous system in Qt.
Unlike UE5, our system currently works only for primitives (e.g., ocean or ground), but it has completely solved all our problems! Now we can create much more detailed terrain that is significantly less demanding on gaming hardware.
We are very excited about these changes and believe they will make the game world even better and more performant for each of you!
Original post on Steam: https://store.steampowered.com/news/app/3723390/view/543359472392736427