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I've created an Infinite Voxel World, similar to Minecraft

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  • replied
    According to Gameinformers "Inde flow chart" You just won the "Copycat Award" LOL
    All kidding aside it looks gr8

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  • replied
    Has the bp to c++ converter by epic been released?

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  • replied
    This is a glorius day, a great resource(100%awesome)

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  • replied
    cool,nice job

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  • replied
    thats really cool man, nice job

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  • replied
    I always wanted to mod Minecraft, but I never really wanted to spend time learning Java just for that. Within the UE4 environment, I could mod this to hell. :-)

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  • replied
    Its really cool that you were able to get that working with BP only, good job!

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  • replied
    put it on the marketplace

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  • replied
    Thanks very much for your nice comments!

    Originally posted by Luftbauch View Post
    Very cool, blueprints only and nice sunrays.
    Do you not think, that could cause problems, when you offer a download?
    Even when it's a free game without any income, i would bet 1/16 of my left feet, that soon someone will knock on your door(virtual).
    I've only used public domain stuff, so I have all the rights for the stuff I use.

    Originally posted by Bigboss89 View Post
    WOW, cool, is this Blueprints only??
    Yes! Not a single line of C++.

    Originally posted by Minaosis View Post
    This got me excited.
    How's the performance in PIE compared to the converted version?
    It's a yuuuge difference. In an earlier benchmark in a different project I got performance being improved by more than 1200% with using the BP->C++ converter.

    Originally posted by intoxicat3 View Post
    It would be nice to get hands on the c++ of voxels. Hope you will release it as a paid plugin / source. Great resource!
    It's all BP! No C++

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  • replied
    It would be nice to get hands on the c++ of voxels. Hope you will release it as a paid plugin / source. Great resource!

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  • replied
    This got me excited.
    How's the performance in PIE compared to the converted version?

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  • replied
    Very cool indeed! I had tried something like this at the time hierarchical instance static meshes came out (even went as far to write complex noise algorithms for the chunk generation) but the performance was unacceptable

    I think it might be a good idea to write a general guide with how you used instances and the method of culling you used
    I'm not really a fan of voxel games but I like the idea of noise-generated worlds and the technical aspect of that kind of thing.

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  • replied
    +1 for putting it on Marketplace or Github as a learning resource/community project to mod.

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  • replied
    I hope you release this. If it can't go up on marketplace I hope it ends up in the learning tab at least !

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  • replied
    Oh man, this is so cool, please post more about it . We're all really curious about how it was put together and how it works
    Last edited by Alexander Paschall; 03-07-2016, 10:06 AM.

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