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Cover image for Verdant: refining terrain, foliage and cinematic cameras in Feather Engine
Mario JGT
Mario JGT

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Verdant: refining terrain, foliage and cinematic cameras in Feather Engine

I've been refining the terrain and vegetation system in Feather Engine, my TypeScript game editor. Verdant is a 48-second film that shows the current woodland renderer in six editable camera shots.
The final landscape pass adds 36 rocks in nine asymmetric outcrops, low fern banks and painted clearings. Trees vary in scale and form groves; blade grass follows the terrain and responds to wind. Lighter foreground fog preserves the smaller surface details, while height-based mist and shadow-aware volumetric sunlight add depth at Epic quality.
The camera review mattered as much as the asset work. Branches can extend well beyond a trunk's footprint, so the scene checks its camera corridors against the wood geometry as well as the ground and rock bounds. The closing views were moved into clear space. The film was captured offline at 1920 × 1080, 24 fps; it is a development preview, not a real-time performance benchmark.
Watch the film and download the visual template: https://feather-engine.com/verdant/
Import the project package from the ZIP in a current engine build with the Verdant renderer. Play watches the film, R restarts it, and Stop returns to editing. Open Cinematic to change the named camera shots, or select the woodland terrain to adjust foliage and ground surfaces. The cleaner startup screen also gives the template library a search field and clear project choices.
The visual template embeds 13 visual assets and no audio. Landscape scans and models are CC0 with source credits included; scene logic follows MIT. Add your own soundtrack. The finished film uses an original score and ambience generated through Dev MCP's ElevenLabs tools.

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