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  • #31
    Originally posted by Ali Akbar View Post
    Planets!

    These planets are so cool! Looking forward to seeing updates on how this tool progresses

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    • #32
      Originally posted by Jess.Hider View Post
      These planets are so cool! Looking forward to seeing updates on how this tool progresses
      Thanks [MENTION=294220]Jess.Hider[/MENTION]!
      Dungeon Architect | Landscape Architect | City Architect | Tree Architect | Haste

      Get in touch with me on Discord

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      • #33
        Did profiling and heavily optimized the generation process. Fixed an interpolation bug with the 3D noise function, which was causing artifacts to appear all over the map.

        Some pics with another density model



        Dungeon Architect | Landscape Architect | City Architect | Tree Architect | Haste

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        • #34

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          • #35
            Working on adding threading support so patches can be built while the game is running, for infinite scrolling




            Last edited by Ali Akbar; 05-27-2016, 08:48 AM.
            Dungeon Architect | Landscape Architect | City Architect | Tree Architect | Haste

            Get in touch with me on Discord

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            • #36
              Wow! This looks really amazing. Will this be feature comparable to World Machine?

              Necro's Bone Box, Necro's Utility Material Pack, Necro's Utility Material Pack #2, and Necro's Rock Box on the UE4 Marketplace.

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              • #37
                Originally posted by Necrophob30 View Post
                Wow! This looks really amazing. Will this be feature comparable to World Machine?
                [MENTION=2642]Necrophob30[/MENTION] Thanks! For heightmap based landscapes, World machine is an awesome landscape editor and I'm hoping Landscape Architect would reach that level over time for the heightmap part (with the node based editor). For Voxel Landscapes, I have a set of ideas for the tools which I think would be useful. I'll share a roadmap soon after I get the technical bit of the generation portion sorted out

                Another screen

                Last edited by Ali Akbar; 05-27-2016, 11:15 AM. Reason: typo
                Dungeon Architect | Landscape Architect | City Architect | Tree Architect | Haste

                Get in touch with me on Discord

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                • #38
                  Implemented a multi-threaded build system. It has a master thread that runs in the background and manages multiple worker threads (e.g. 8 worker threads in a quad core CPU). When tasks are added to the queue system (e.g. a task to build a patch) it gets assigned to the next free thread. Each task has a priority, and the next free thread picks up the task with the highest priority. This is useful to first start building the landscape patches closer to the player / editor level viewport

                  The build system can run continuously in the background and can be used for infinite scrolling, by adding new patch build request as the player moves in the map
                  Dungeon Architect | Landscape Architect | City Architect | Tree Architect | Haste

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                  • #39
                    Ali - This looks awesome.

                    Regarding the voxel generation, it would be amazing to have a way to do something almost like Dungeon Architect but for controlling what types of voxels spawn where and being able to preview it, in particular to make creating gameplay around the voxel terrain easier, like seeding it with a certain type of 'ore' voxels etc. relegated to the interior.
                    Storyteller - An immersive VR audiobook player

                    Dungeon Survival - WIP First person dungeon crawler with a focus on survival and environmental gameplay ala roguelikes

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                    • #40
                      [MENTION=11208]n00854180t[/MENTION] Thanks for the feedback. I'll provide various tools (brush interface) and spline based tools for creating pathways / tunnels, which can be controlled with blueprints for dynamic level layouts. Since I'm not an artist, I'd love to get more feedback from the community on what kind of voxel workflow you'd like to see. I'll have more info on the tools soon
                      Dungeon Architect | Landscape Architect | City Architect | Tree Architect | Haste

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                      • #41
                        Arctic scene:











                        Dungeon Architect | Landscape Architect | City Architect | Tree Architect | Haste

                        Get in touch with me on Discord

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                        • #42
                          Didn\t read the whole thread. If the question was asked I am sorry, but having little time on my hands forces me to just ask.
                          What are your intentions with this, are you planning to release it as a plugin on Unreal Marketplace? Or is this a modified engine version? What version does it support now, and - is there a way to get a "Pre Alpha" purchase from you, like, right now? Cause, this is sweet and personally a must have, must buy tool.
                          More, is there a possibility of that thing to work on mobile phones (of course a lighter version)?

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                          • #43
                            Hi Ali,

                            You mentioned that the voxel terrain took some time to build, what sort of time frame are you finding for this? (5 seconds, 10, 50?)

                            p.s. glad my tute helped

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                            • #44
                              Originally posted by Z-enzyme View Post
                              Didn\t read the whole thread. If the question was asked I am sorry, but having little time on my hands forces me to just ask.
                              What are your intentions with this, are you planning to release it as a plugin on Unreal Marketplace? Or is this a modified engine version? What version does it support now, and - is there a way to get a "Pre Alpha" purchase from you, like, right now? Cause, this is sweet and personally a must have, must buy tool.
                              More, is there a possibility of that thing to work on mobile phones (of course a lighter version)?
                              [MENTION=8503]Z-enzyme[/MENTION] It's designed as a plugin intended to be released on the Marketplace. The engine code wasn't modified and it should support earlier versions too. I'm building it on 4.11. It should work on mobile devices too. I'll test that and let you know

                              is there a way to get a "Pre Alpha" purchase from you, like, right now? Cause, this is sweet and personally a must have, must buy tool.
                              Thanks for your interest! I'll need to get a few more things done (like voxel terrain editing, more basic features on the heightmap graph node editing etc) before I can release an early access version. I'll keep you posted
                              Dungeon Architect | Landscape Architect | City Architect | Tree Architect | Haste

                              Get in touch with me on Discord

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                              • #45
                                Originally posted by ioFlow Studios View Post
                                Hi Ali,

                                You mentioned that the voxel terrain took some time to build, what sort of time frame are you finding for this? (5 seconds, 10, 50?)

                                p.s. glad my tute helped

                                [MENTION=887]ioFlow Studios[/MENTION] For the above frost scene, it takes the following time

                                Multi-Threaded:
                                With collision: 7.0 sec
                                Without collision: 5.1 sec

                                Single-Threaded
                                With collision: 12.8 sec
                                Without collision: 6.0 sec

                                This is for calculating 16x16x2 patches of voxels data, each having 32x32x32 cells within a patch. Each patch is sent to a thread to be calculated

                                The bottleneck now seems to be in the rendering (once the threads calculate the voxel data and all the vertex/index data) it queues it in the render thread to actually create the meshes. I didn't get time to profile this further. I'm sure there's more room for improvement

                                Last edited by Ali Akbar; 05-29-2016, 10:56 PM. Reason: typo
                                Dungeon Architect | Landscape Architect | City Architect | Tree Architect | Haste

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