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Variants of the four 3D starters on maps made with the 3D terrain extension, built from the starters as they are on main, with the latest versions of their extensions. Forests, rocks and plants are scattered models (painted copies drawn with GPU instancing). Themeable: the objects, the terrain layers, the grass colors and the scattered models are mapped to theme slots. Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com> Claude-Session: https://claude.ai/code/session_01Wa8uKpYuQrYqGYnqGCsquj
To the latest versions of the extensions repository: the 3D terrain (filling holes with a brush, selecting scattered models by clicking them), and for the island ThirdPersonCamera 1.9.0, Collision3D 0.2.1, SpriteMultitouchJoystick 1.9.2 and MousePointerLock 0.3.1. Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com> Claude-Session: https://claude.ai/code/session_01Wa8uKpYuQrYqGYnqGCsquj
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…on main They get the skybox of their starters in the standard cube orientation (#1069). Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com> Claude-Session: https://claude.ai/code/session_01Wa8uKpYuQrYqGYnqGCsquj
…r tests - The grass covers the whole terrain (one Grass instance): it only grows on its layer and on gentle slopes, and the far chunks are hidden. Also in the 3D GTA with a map. - The pond of the platformer uses the water settings of the other maps: opacity 120, crests 231;248;255, foam 0.05, ripples 600 px, waves 2 px high, 150 px long, at a speed of 1.8. - Folders: the trees of the tank are in "Nature"; in the platformer, PushableBox and Obstacle are in "Decoration"; in the GTA, the forests and bushes are in "Nature" and PushableBox in "Street". - The tests checking how the map is made (objects starting on the ground, climbing a given hill, the copies of the scattered models, the terrain extension in the GTA) are removed: a game made from the starter changes the map. The tests of the gameplay are kept. - New previews. Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com> Claude-Session: https://claude.ai/code/session_01Wa8uKpYuQrYqGYnqGCsquj
The checkpoint arrows were sprites, drawn at z=0, under the terrain: they couldn't be seen in the scene editor. They are now flat 3D boxes with the arrow on their front face (seen from above), on the track. They are still hidden in the game. Their direction is their angle, instead of a point of the sprite. Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com> Claude-Session: https://claude.ai/code/session_01Wa8uKpYuQrYqGYnqGCsquj
In the 3D GTA with a map and the starters with folded events on main (FNaF, GTA, first-person farming, horror, FPS horror, survival crafting, top-down farming), the events are unfolded: only the groups can stay folded. Only the "folded" values change. Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com> Claude-Session: https://claude.ai/code/session_01Wa8uKpYuQrYqGYnqGCsquj
The events of the starters this pull request doesn't change otherwise (FNaF, GTA, first-person farming, horror, FPS horror, survival crafting, top-down farming) are back as they are on main. The 3D GTA with a map, changed by this pull request, keeps its unfolded events. Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com> Claude-Session: https://claude.ai/code/session_01Wa8uKpYuQrYqGYnqGCsquj
The starters with a map are more than starters (a map for now, maybe more later): their slug is "starting-expanded-<starter>" instead of "starting-<starter>-with-a-map", which tells them apart from the starters, and their name is "<starter name> Expanded" instead of "<starter name> with a map". The project UUIDs are kept. Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com> Claude-Session: https://claude.ai/code/session_01Wa8uKpYuQrYqGYnqGCsquj
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com> Claude-Session: https://claude.ai/code/session_01Wa8uKpYuQrYqGYnqGCsquj
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Adds expanded versions of four 3D starters: the same game, on a map made with the 3D terrain extension, modeled on the 3D GTA Expanded (#1081). The original starters are unchanged.
The expanded starters are named
starting-expanded-<starter>and " Expanded": they are more than starters (a map for now, maybe more later), and their slug tells them apart from the starters. The 3D GTA with a map, already onmainasstarting-3d-grand-theft-auto-with-a-map, is renamedstarting-expanded-3d-grand-theft-auto("3D GTA Expanded"): links to its old slug won't work anymore.Uses the theme support for custom objects, the
terrain.*slots and the model slots for scattered models of #1082 (merged). Based on the latestmain.The starters
starting-expanded-3d-driving— "3D Driving Expanded"starting-expanded-3d-car-racing— "3D Racing Expanded"starting-expanded-3D-platformer— "3D Platformer Expanded"starting-expanded-3d-tank— "3D Tank Expanded"Each one:
main(so it has the latest fixes and textures of the starter), and keeps its events and gameplay. What changed is only what the map needs: the ground box is replaced by the terrain (with the 3D physics behavior, friction 7 for the cars and the tank like the roads of the starters), the terrain is added to the groups the starter uses for its obstacles (bullet obstacles of the tank), and the racing checkpoints are placed along the track.Terrain3D::ScatteredModels): each object paints copies of a 3D model on the terrain, drawn with GPU instancing in a few draw calls, with its strokes in itsEditsproperty. Trees and rocks the vehicles or the player can hit have trunk collisions (3D physics). TheirModelis mapped to thenature.*model slots, so themes change them too. They are in aNaturefolder.Editsproperty of the terrain: raise/flatten/smooth/paint strokes, generated by a script running the terrain code of the extension (and its scatter code, to keep the copies away from the roads, buildings and spawn points).Grassinstance covers it. The grass only grows where its layer is painted and on gentle slopes, and it is drawn in chunks of 500 px, the far ones hidden, so covering the whole terrain costs about the same as covering the start.preview.pngfrom a 1280×720 screenshot.mainbranch of the extensions repository (including the empty collision surface of scattered models without trunk collisions, Give scattered models without trunk collisions an empty collision surface GDevelop-extensions#2310).theme-slots.json): the terrain layers, the grass colors and the scattered models included.The pond of the platformer is a
Water3Dwith an opacity of 120, wave crests 231;248;255, foam 0.05, ripples fromassets/WaterNormalMapwith a size of 600, wave height 2, wave length 150 and wave speed 1.8 (the same settings as the water of #1087 and #1088).In the platformer,
PushableBoxandObstacleare in theDecorationfolder; in the tank, the trees are in aNaturefolder.A second commit updates the extensions of two examples already on
mainto their latest versions: the 3D terrain of the 3D island and of the 3D GTA Expanded (filling holes with a brush, selecting scattered models by clicking them), and ThirdPersonCamera 1.9.0, Collision3D 0.2.1, SpriteMultitouchJoystick 1.9.2 and MousePointerLock 0.3.1 for the island.A later commit also changes the 3D GTA Expanded: its grass covers the whole terrain (one
Grassinstance instead of patches), its forests and bushes are in theNaturefolder,PushableBoxis in theStreetfolder, and only its tests of the gameplay are kept (see below).The events of the starters of this pull request, the 3D GTA Expanded included, are unfolded, except the groups (which can stay folded).
Tests
The tests of each starter are kept and run on the map, with tests added for the gameplay the map changes (in bold):
Removed, because they check how the map is made, which a game made from the starter will change (they would break as soon as the map is edited):
The tests render at 160×90 without shadows, with the grass and the scattered models hidden (the software renderer of the tests is slow with instanced models: they still collide), and with a 60 s timeout, since the first frames compile the shaders. All 12 tests pass with
node scripts/run-gameplay-tests.jsand the latest build of GDevelop'smaster(the one the CI uses).Events compared to the starters
What changed in the events of each starter, compared to the starter it expands:
CheckpointArrow.Angle()), instead of a point of the sprite: the checkpoints are 3D boxes.BulletObstaclesgroup instead of the ground and walls.main)Screenshots
Views of the maps (1280×720, scaled down):
3D Driving Expanded

3D Racing Expanded

3D Platformer Expanded

3D Tank Expanded

3D GTA Expanded

The checkpoints of the racing, seen from above (shown for the screenshot: they are hidden in the game):

With themes applied (built from GDevelopApp/GDevelop-assets#704), first view and overview. These were taken before the grass covered the whole terrain and before the new water settings:
Not done / to check
GDevelop-ai-prompts).npm run build(database) loads every project, then stops in this sandbox when fetching the deployed themes (its axios version can't go through the proxy). The theme slots were checked withcheckStarterThemeSlots, and every theme was applied to every new starter, and to the GTA, withapplyThemeToStarter.🤖 Generated with Claude Code
https://claude.ai/code/session_01Wa8uKpYuQrYqGYnqGCsquj