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Cashgen - (kinda) Infinite Procedural World Generator

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    #31
    Originally posted by CazOki View Post
    For fun I tried to move build to the BP construction event. Heads up it crashes the editor ha.

    Is there an area where we could adjust the noise to make larger "continents"? Even though the set up is pretty sweet right now.
    Heh, it's totally setup for runtime generation at the moment, although I don't imagine it would be a big job to make a version that you could build terrains in the editor with.

    To make larger worlds I'll really need to implement the blending methods in, so you create a 'land' noise generator, and use a simple low frequency perlin generator to mask it off against a below sea-level height. That is on the todo list

    There is a bit of a bug with LOD visibility at the moment btw, will fix it shortly.

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      #32
      You can of course, make larger islands by just messing with the parameters.

      Click image for larger version

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      Here's what this looks like :

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        #33
        Heh, it's totally setup for runtime generation at the moment, although I don't imagine it would be a big job to make a version that you could build terrains in the editor with.

        To make larger worlds I'll really need to implement the blending methods in, so you create a 'land' noise generator, and use a simple low frequency perlin generator to mask it off against a below sea-level height. That is on the todo list

        There is a bit of a bug with LOD visibility at the moment btw, will fix it shortly.
        I figured that was the case but I wanted to try it out! I see you made yourself a Landscape mat! I will have to take a look once I get home about adjusting the parameters. I like the Idea/look of larger islands and the idea of building it in the editor for some of us who are terrible with landscapes...

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          #34
          Yeah I'm working on a material, trying to just use the sample content textures. Not really done much material work before so I'm mainly just copy/pasting snippets....it's already a giant spaghetti mess and I've only done the base color!

          Demoing the plugin at our user group next week and I'm running out of time so think I'm just going to dump the foliage spawning back in (you'll see a bunch of structs in the code from this), and get the material looking a little nicer.

          Then numero uno task is getting world origin rebasing working....so it can stop being a (kinda) infinite procedural world generator, and just be an actual infinite world generator

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            #35
            Landscape materials are the craziest things. Have you looked at the one from the Kite demo?

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              #36
              Hey [MENTION=5136]mid_gen[/MENTION]

              I have a few questions about this awesome resource.

              1. Is there anyway to sync the World Generation settings used by the WorldManager BP class to persist over a network? What I am asking is - Is there anyway this can work in a multiplayer setting?
              2. Is there any ETA on the foliage generation coming back into the plugin?
              3. Is there anyway to save the generated map(s) out to disk?

              Thanks for your time,

              HeadClot

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                #37
                Originally posted by HeadClot View Post
                1. Is there anyway to sync the World Generation settings used by the WorldManager BP class to persist over a network? What I am asking is - Is there anyway this can work in a multiplayer setting?
                2. Is there any ETA on the foliage generation coming back into the plugin?
                3. Is there anyway to save the generated map(s) out to disk?
                1. I've not looked into MP yet, I guess you could have multiple worldmanagers tracking different pawns and do some clever stuff when they are overlapping, but that's a way down the line for now.

                2. I'm dropping this back in at the moment, but it's kinda rough and is just enough for the demo I'm doing next week. I'm putting a BiomeWeightMap into the zone data, which has BiomeType/weight pairs that will be used for blending multiple noise configurations and foliage sets. I'll hopefully get this released next week.

                3. I know @koderz has talked about adding an FBX export to the RuntimeMeshComponent, if/he does get round to it, then yes, but I don't have the capacity to work on it myself right now.

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                  #38
                  Originally posted by mid_gen View Post
                  1. I've not looked into MP yet, I guess you could have multiple worldmanagers tracking different pawns and do some clever stuff when they are overlapping, but that's a way down the line for now.

                  2. I'm dropping this back in at the moment, but it's kinda rough and is just enough for the demo I'm doing next week. I'm putting a BiomeWeightMap into the zone data, which has BiomeType/weight pairs that will be used for blending multiple noise configurations and foliage sets. I'll hopefully get this released next week.

                  3. I know @koderz has talked about adding an FBX export to the RuntimeMeshComponent, if/he does get round to it, then yes, but I don't have the capacity to work on it myself right now.
                  I saw your video that had some of the Biome settings in it. I am so excited!

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                    #39
                    Originally posted by CazOki View Post
                    I saw your video that had some of the Biome settings in it. I am so excited!


                    Just hacked it back in....biome map is in, but it's just flat at the moment, need to have a look at how best to define it. Not up on github yet as it's a bit quick and dirty to get it ready for a demo.

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                      #40
                      Originally posted by mid_gen View Post


                      Just hacked it back in....biome map is in, but it's just flat at the moment, need to have a look at how best to define it. Not up on github yet as it's a bit quick and dirty to get it ready for a demo.

                      Oh man, that's some good stuff.

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                        #41
                        Mutilplayer and combining with a pre-made landscape

                        First off, wow awesome work. This is way beyond anything that I could do. I'll have to subscribe or follow, whichever.

                        I had a few questions about integration with other editor features.

                        1. Will this work with the existing Landscape tools already in the editor once you have completed the project. I'm interested in making a game world where the player start area will be a pre-generated map that is the same no matter what server you play on. This will be a large extinct caldera, containing some large forests, a town village, abandoned castle, etc. Once you get outside the caldera however, I would like to have the world randomly generate from there. This will continue until the world size reaches a data size limit, and then the world will try to loop so that you get a simile of a planet where you can walk all the way around.
                        So could you feasible have the pre-generated caldera and then stitch it into the random map?

                        2. Are you planning on extending the biome generation function any farther than trees and plants, or is that as far as it will go? I could see this as a open world game generator package, where a designer could input a bunch of parameters, add some characters, NPCs, and quests, and have themselves a simple game in a massive world.

                        3. Will the world support terrain editing at runtime, such that you can dig holes like in Minecraft? ( I know, I used the M word. It's really the only game I know of where you can do that.)

                        4. Is the water swim-able, or could it be implemented, such that the program generates a physics volume underneath the water as well as a post process volume to simulate water effects?

                        5. How big can this world conceivably be, and can it be saved, so that a player could explore a large map and then return to a previous area and have it the same as the last time he was there?

                        I know it's a lot of work, I just wanted to know if you have any plans for implementing this kind of stuff or not.

                        Thanks and keep up the great work.

                        Comment


                          #42
                          Originally posted by Comniverse_01 View Post
                          First off, wow awesome work. This is way beyond anything that I could do. I'll have to subscribe or follow, whichever.

                          I had a few questions about integration with other editor features.

                          1. Will this work with the existing Landscape tools already in the editor once you have completed the project. I'm interested in making a game world where the player start area will be a pre-generated map that is the same no matter what server you play on. This will be a large extinct caldera, containing some large forests, a town village, abandoned castle, etc. Once you get outside the caldera however, I would like to have the world randomly generate from there. This will continue until the world size reaches a data size limit, and then the world will try to loop so that you get a simile of a planet where you can walk all the way around.
                          So could you feasible have the pre-generated caldera and then stitch it into the random map?

                          2. Are you planning on extending the biome generation function any farther than trees and plants, or is that as far as it will go? I could see this as a open world game generator package, where a designer could input a bunch of parameters, add some characters, NPCs, and quests, and have themselves a simple game in a massive world.

                          3. Will the world support terrain editing at runtime, such that you can dig holes like in Minecraft? ( I know, I used the M word. It's really the only game I know of where you can do that.)

                          4. Is the water swim-able, or could it be implemented, such that the program generates a physics volume underneath the water as well as a post process volume to simulate water effects?

                          5. How big can this world conceivably be, and can it be saved, so that a player could explore a large map and then return to a previous area and have it the same as the last time he was there?

                          I know it's a lot of work, I just wanted to know if you have any plans for implementing this kind of stuff or not.

                          Thanks and keep up the great work.
                          To answer 3 and 4.

                          3: This isn't a voxel world that i know of.

                          4: Go look at https://forums.unrealengine.com/show...n-Water-Shader this will tell you how the water works.

                          Comment


                            #43
                            Originally posted by Comniverse_01 View Post
                            First off, wow awesome work. This is way beyond anything that I could do. I'll have to subscribe or follow, whichever.

                            I had a few questions about integration with other editor features.

                            1. Will this work with the existing Landscape tools already in the editor once you have completed the project. I'm interested in making a game world where the player start area will be a pre-generated map that is the same no matter what server you play on. This will be a large extinct caldera, containing some large forests, a town village, abandoned castle, etc. Once you get outside the caldera however, I would like to have the world randomly generate from there. This will continue until the world size reaches a data size limit, and then the world will try to loop so that you get a simile of a planet where you can walk all the way around.
                            So could you feasible have the pre-generated caldera and then stitch it into the random map?

                            2. Are you planning on extending the biome generation function any farther than trees and plants, or is that as far as it will go? I could see this as a open world game generator package, where a designer could input a bunch of parameters, add some characters, NPCs, and quests, and have themselves a simple game in a massive world.

                            3. Will the world support terrain editing at runtime, such that you can dig holes like in Minecraft? ( I know, I used the M word. It's really the only game I know of where you can do that.)

                            4. Is the water swim-able, or could it be implemented, such that the program generates a physics volume underneath the water as well as a post process volume to simulate water effects?

                            5. How big can this world conceivably be, and can it be saved, so that a player could explore a large map and then return to a previous area and have it the same as the last time he was there?

                            I know it's a lot of work, I just wanted to know if you have any plans for implementing this kind of stuff or not.

                            Thanks and keep up the great work.
                            1. Nope. The Landscape tools are designed for editor use, I've not looked into it much but I read enough to know that using Landscape features at runtime was not going to be fun.

                            2. Easy enough to add another weightmap for actors, in addition to the instanced mesh spawning!

                            3. It's heightmap based, so no overhangs or caves. There's no reason why you couldn't deform the underlying heightmap and refresh the mesh in realtime but it's not really set up for that, would need quite a bit of refactoring and optimisation to make it work well.

                            4. I think OceanPlugin has various tools for this, I'm already using the Ocean actor so imagine it would be pretty easy to make it swimmable.

                            5. It's currently restricted to the 20kmx20km UE level limit....but as soon as I get the world origin rebasing in, it's theoretically infinite. The terrain is deterministic so it will always be the same whenever the player goes back to it, but anything the player interacts with? You'd need to take care of persisting those changes out somewhere.

                            I'm mega busy and juggling a few other projects at the moment so unlikely to be working on this in the next few weeks. If anyone wants to have a crack at world origin rebasing, go fork it on github

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                              #44
                              Hello....I cloned the project to mac and tried to compile it....then it returned " could not be compiled, try rebuilding from source manually ". Can you please tell me how to solve it? Thanks a lot

                              Comment


                                #45
                                Originally posted by davidg0 View Post
                                Hello....I cloned the project to mac and tried to compile it....then it returned " could not be compiled, try rebuilding from source manually ". Can you please tell me how to solve it? Thanks a lot
                                Hmm, I don't have a mac to test on. Try removing all the intermediate/binary folders and rebuilding.

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