Recently I implemented the ROAM algorithm in GDScript. It generates a mesh from a binary triangle tree and it give more verticies where there is more detail. I thought people might be interested because I couldn't find anything similar for godot. I attached the code and it can be used like so:
var roam = ROAM.new(noise, size)
var mesh = ArrayMesh.new()
mesh.add_surface_from_arrays(Mesh.PRIMITIVE_TRIANGLES, roam.arrays)
Noise is just some OpenSimplexNoise, although for this terrain I actually made a custom class with my own get_noise_2dv function
The wireframe:
The full mesh:
