True 3D terrain, non-destructive editing

PolyTerrain

True 3D mesh landforms with a non-destructive modifier stack, sculpt/paint tools, virtual texturing, and GIS import — natively wired to large-world streaming.

Overview

Heightfield terrain cannot express overhangs, caves, or vertical rock faces — artists patch with meshes. Open-source O3DE only ships heightfields. DawnEngine PolyTerrain upgrades terrain to true 3D mesh landforms, natively integrated with World Streaming and double-precision coordinates. Maturity: shipped (PolyTerrain Gem); disabled by default and must be enabled in the Settings Registry before authoring. PolyTerrain-bound PCG graphs are available; a general-purpose standalone PCG Gem remains on the roadmap.

Key Capabilities

  • True 3D terrain: cliffs, caves, and overhangs without mesh patches.
  • Non-destructive modifier stack: sculpt, noise, spline roads, boolean cuts, and more — any step can be revisited without destroying source data.
  • Full sculpt/paint: six sculpt brushes, weight painting, procedural fill, tablet pressure.
  • Layered materials: up to 8+ weight channels; runtime virtual texturing keeps large-world cost in check.
  • Heightfield coexistence: bidirectional conversion and soft borders for gradual migration.
  • PCG & GIS: C++/Python surface queries; GeoTIFF elevation import; PolyTerrain-bound PCG graphs are shipped (general PCG Gem still planned).
  • Large-world native: cell streaming, automatic HLOD, full double precision, fast baked loads.

Use Cases

  • Open-world games and projects needing real landforms (mines, canyons, karst).
  • Simulation and digital twins driven by real GIS data.
  • Teams that need non-destructive, collaborative terrain workflows.

PolyTerrain is built as one stack with World Streaming and double-precision coordinates.