Generating Visual Studio project files is difficult. The default GenerateProjectFiles.bat does not work properly, and it took a lot of time to generate project files matching the source code.
On my AMD RX 6800 graphics card, the editor with a green screen problem and fails to function properly. The workaround is to disable DXGI_PRESENT_ALLOW_TEARING in GPUSwapChainDX11.cpp, as there may be a bug in AMD’s driver implementation for tearing.
There are sharp discontinuities in normal transitions at Terrain Patch boundaries. I have added a new feature in the editor called Repair Terrain Heightmap Edges. It averages and unifies the heightmap border values for all patches to ensure matching pixel values across adjacent columns, which greatly mitigates the discontinuity issue.
I have added upper‑lower height bounds and surface orientation constraints to the terrain brush material‑painting feature, which is of great help for painting effects such as snow cover.
I am not sure whether publicly uploading the code is legal. If it is permitted, I can upload the entire project source code to GitHub.
I believe FlaxEngine is a very promising engine, cleaner and more concise than Godot. That is why I chose FlaxEngine. Its current downside lies in its small user base, stemming from a series of issues like those mentioned above. While its core system and code architecture are solid, it lacks polish in end‑user‑facing details, which tends to discourage new users right from the start. Without programming skills, users cannot get past problems such as the ones I listed. Therefore, instead of rushing to advance core technologies, more effort should be put into polishing features for end‑users to improve practical usability.