Building an MMORPG with Gaea as base terrain - I'd REALLY love to use God Mode. Any info?

I haven’t kept up with Gaea much since I had a baby in Jan and took a little progress hiatus, but I’m back on the grind and God Mode would solve so many problems for me (you know, in and out of Gaea).

If anyone has info, if Gaea feels like giving some beta trial… anything would be appreciated!

I know a lot of people say Gaea can’t be used well for MMORPG environments and blablabla, but I’m absolutely thrilled with the systems I’ve put together with it so far. I don’t have RVT in my engine yet, but I’ve managed to make it extremely performant and look great using a hybrid heightmap/mesh terrain system.

If you want to know more about the game please check out vestracoda.com and the discord (bottom left of website) - it would mean a lot to me! (:

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Hopefully you get some release information and showcases up soon for your project.

I used both Gaea 1&2 to help a team member with Project:Gorgon. I had no direct part in the project itself but it’s totally doable for large scale. The difficulties people often face is the workflows for scale and highly detailed maps, the latter is usually a misunderstanding of realtime and offline rendering capabilities because Gaea serves both.

God mode and glue will help larger scale workflows in a more streamlined way. But the capacity and capabilities has always been there.

Not MMOs, but larger scales, Star Wars Jedi (:Survivor, Koboh) and Death Stranding Series’ have all used Gaea in their pipelines in various ways.

I appreciate you replying! A screenshot of my legendary map planning on Gaea node ideas is below:

And in game it looked like this from the top of the volcano (in build mode):

Ocean height is actually around 460m here, which allows for a lot of underwater gameplay (endgame harpoon fishing) and some cool underwater content later without needing negative y. The “little” island to the side is blocky just due to HLOD, but if performance is good enough then I’ll scrap the lowest HLOD tiers entirely. My engine is a fork of Godot which is very extensively changed. I built what is equivalent to world streaming in UE and I’m very happy with the performance/results. I’m able to support multiple 64km x 64km worlds with 144 fps and 8km sight lines! I’m sure that is going to dive off a cliff as I finish adding in the mesh environments (example below on the volcano island) but the baseline for excellent foundational terrain is great.

The quests/content/backend/netcode have been a few thousand hours of work, I saved the environment for the very last thing because it was the most likely to change over time. I’m also trying to use indie artists as much as possible and haven’t touched AI assets yet (I tried some placeholders using meshy/etc. and decided to just use capsules instead).

I’m starting to do closed alpha play tests starting around Halloween (my birthday!) so I’d love to see ya around!

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