Raise, lower, flatten and smooth a heightmap with a cosine falloff brush — soft in the middle, feathered at the edge, so strokes blend instead of stamping.
Grass, dirt, rock and sand blend per-vertex through a GLSL shader — start from an automatic height/slope pass, then paint corrections by hand.
Click points to lay a Catmull-Rom spline; the road mesh, terrain carve and fence/lamp props rebuild live as you drag. Close a loop for a full circuit.
Nine built-in types, each with its own height/slope rule — rock favors cliffs, sand favors low ground, automatically.
Point the importer at a Sketchfab or Blender export and it becomes a brand-new paintable foliage type or road prop.
A terrain editor built for PS1-styled games: sculpt, splat-paint, route roads and scatter forests on one heightmap. The scene below is a WebGL recreation of its look — the real thing runs as a standalone Windows app.
Sculpted terrain, a spline-driven mountain road and hand-painted foliage, all live in the same viewport, all built from one heightmap.
Grass, dirt, rock and sand blend per-vertex through a real GLSL shader, seeded automatically from height and slope before you touch the brush.
Drop in a Sketchfab or Blender .obj and it becomes a new foliage type or road prop, right alongside the built-ins.
Every tool, slider and import dialog lives in a single panel — Tab cycles tools, everything else is one click away.