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Медиа 1 для объявления TerraInk : Runtime painting that becomes the world

Описание

Paint surfaces at runtime, and watch splats promote into replicated, procedural scatter through ISM, HISM, PCG, or FastGeo compute paths (GPU).

Intro

TerraInk turns gameplay events into persistent world modifications. A weapon hit, a creature's footprint, a corruption pulse: each becomes a splat on the surface, and that splat drives a multi-tier scatter pipeline. Authors define layers and tiers as data assets; the runtime handles dirty regions, replication, and backend selection. Call the painter interface from anywhere in your gameplay code, paint at runtime, ship in multiplayer. You decide how do you want to shape the world, from your brush to what to spawn: vfx, scatter meshes (ism/hism/fastgeo), decals or just go through the UV painting, all configurable and per channel (team or player).

Feature highlights

  • Runtime painting on world surfaces (RGBA primary layer plus secondary R8 channel, 5 layers total)

  • Four scatter backends: ISM, HISM, PCG, and FastGeo (UE 5.8+ compute path)

  • Built-in replication: networked splat data, server-authoritative, client-side prediction friendly

  • Data-asset workflow: define layers, scatter tiers, and density curves without touching code

  • Painter interface: call from any actor, subsystem, or gameplay system. No component required. An optional helper component is included for quick prototyping

  • Persistent state: splats survive across save/load and travel with the level

  • Region-aware updates: only dirty tiles re-scatter, keeping cost bounded

  • Blueprint and C++ API

Why TerraInk (vs. vertex painting or static decals)

  • Vertex paint is locked to mesh density. TerraInk paints into a texture layer, so resolution is independent of geometry

  • Decals don't drive procedural systems. TerraInk's splats are data; they feed PCG and FastGeo to grow real meshes

  • Built-in Modeling Mode painting is editor-only. TerraInk is a runtime system designed for shipped gameplay

Built for:

  • Territory and control mechanics (RTS, MOBA, extraction)

  • Infestation, corruption, growth simulations

  • Biome painting and dynamic environments

  • Scorch marks, blood, snow, mud: anything that needs to become something else

  • Persistent worlds and survival games

Technical

  • UE 5.6, 5.7, 5.8 supported

  • Core runtime and HISM scatter: 5.6+

  • FastGeo compute construction path: 5.8+

  • C++ and Blueprint API

  • Integration: painter interface, callable from any context

  • Replication: networked splat layer and replicated scatter state

  • Memory: configurable per-layer resolution; calculator in the validator

Documentation

Full API reference, shader breakdown, replication model, and memory calculator at

terraink.xixgames.com

What's included

  • Plugin source (Personal and Professional)

  • Sample data assets (mats, texs)

  • Optional painter helper component for quick setup

Documentation:

https://terraink.xixgames.com/

Demos, Vids & Projects:

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