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

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  • replied
    Originally posted by Leviathan's_Deep View Post
    Well my initial thoughts were it would definately run better on Unreal Engine 4. My mind was just wondering off into what performance gains you would see plus the possibilities of expansion with the idea. No Man's Sky + Space Engineers + Minecraft anyone? Somebody get on that game now!
    Heh, I'm currently doing a cross-over between Minecraft + Starbound (you know, this planet system thingy) + Factorio

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  • replied
    Originally posted by John Alcatraz View Post
    The size of the world won't affect performance, only view distance does. So no matter how big the world is, it will always run great. I also see no reason why NPCs should have a significant impact on the performance, apart from that the character movement component is quite expensive once you have hundreds of (visible) characters running around. But that's the same for every kind of game. But you're not forced to use the character movement component, so if you actually do it the same way you would do a NPC in Java (do it yourself and not use any components from UE4) then there's no reason why it should run slower in UE4
    Well my initial thoughts were it would definately run better on Unreal Engine 4. My mind was just wondering off into what performance gains you would see plus the possibilities of expansion with the idea. No Man's Sky + Space Engineers + Minecraft anyone? Somebody get on that game now!

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  • replied
    Very nicely done. You have accomplished a lot here.

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  • replied
    I already make a game with this kind of terrain with Modding and Multiplayer, but maybe I switch the Voxel engine, depending on the performance of this one.

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  • replied
    So, I bet there's gonna be a lot of modders and content addons here for this project
    Last edited by DavAguirre; 03-06-2016, 04:01 AM.

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  • replied
    Originally posted by Leviathan's_Deep View Post
    Really nice stuff! I wonder how it runs with bigger worlds and added npcs? Of course you probably don't plan to go much further than what you've done but I'm interested in how it would perform versus a Java base.
    The size of the world won't affect performance, only view distance does. So no matter how big the world is, it will always run great. I also see no reason why NPCs should have a significant impact on the performance, apart from that the character movement component is quite expensive once you have hundreds of (visible) characters running around. But that's the same for every kind of game. But you're not forced to use the character movement component, so if you actually do it the same way you would do a NPC in Java (do it yourself and not use any components from UE4) then there's no reason why it should run slower in UE4

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  • replied
    What fun, thank you so much for sharing that and well done on putting it together, perhaps one day it could be a learning resource for UE4, it would be an awesome one.

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  • replied
    Really nice stuff! I wonder how it runs with bigger worlds and added npcs? Of course you probably don't plan to go much further than what you've done but I'm interested in how it would perform versus a Java base.

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  • replied
    Originally posted by OneShotGG View Post
    Has the bp to c++ converter by epic been released?
    Originally posted by lordscottish View Post
    That's fantastic work! Is the Blueprint -> C++ conversion tool already available?
    Yes, it is in the 4.11 Preview! You can get it from the Launcher or directly from Github.

    Originally posted by jonimake View Post
    Are the 1x1x1 cubes individual meshes or is the visible surface mesh procedurally generated from the voxel information?
    Originally posted by iUltimateLP View Post
    Are your blocks Instanced Static Meshes? The last time I tried this, it lagged as hell with 16x16x16 blocks

    Every cube is an instance. You probably did not check for which blocks are visible, most of the time only less than 1% of the existing blocks are actually visible for the player. I do fancy math and only add these blocks to the world, so it's running very smooth
    Last edited by John Alcatraz; 03-10-2016, 01:53 AM.

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  • replied
    Thanks very much everyone!

    I've uploaded the packaged project, so you can play it yourself and see how it feels like

    https://goo.gl/KKpEia

    And [MENTION=284405]unrealeng[/MENTION]ine even retweetet my tweet about it! https://twitter.com/alcatraz_john/st...83361497702400 Thanks very much for the Support Epic!

    I've also added the download link to the video description on YouTube now.
    Last edited by John Alcatraz; 03-05-2016, 10:01 PM.

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  • replied
    please release this! either free here or <10 USD on the marketplace. this would be wonderful as a learning tool!

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  • replied
    Phenomenal work! That looks super fun. I'd love to explore it and what's powering it under the hood. Send that thing to the marketplace!

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  • replied
    That's fantastic work! Is the Blueprint -> C++ conversion tool already available?

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  • replied
    Wow this is awesome.. I did it with C++ and [MENTION=10983]andrews[/MENTION]cheidecker's BrickGame.. Are your blocks Instanced Static Meshes? The last time I tried this, it lagged as hell with 16x16x16 blocks

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  • replied
    Are the 1x1x1 cubes individual meshes or is the visible surface mesh procedurally generated from the voxel information?

    Leave a comment:

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