Hi,
I am a big trek fan and I want to make a simulation where some of the planets and starships of the trek universe can be explored.
Creation of realistic looking planets generally involve loading large textures and even larger heightmaps and applying the heightmaps to a flat terrain. Its possible to do this for an engine written from scratch :
Since the heightmaps are very large they would need to be loaded in the background and applied to the user visible portion of the heightmap. So to what extent does the unreal engine support dynamic deformation of the terrain mesh at runtime from C++ ? I would also need to generate sphere meshes and sphere patches at runtime and bind textures to them, so is this supported ?
For starships especially the Galaxy class ships, the entire ship cannot be loaded all at once as its too big. I would probably need to dynamically load sections of the ship at runtime. Is this possible to do in unreal and what are these dynamically loadable sections called in unreal ?
I am a big trek fan and I want to make a simulation where some of the planets and starships of the trek universe can be explored.
Creation of realistic looking planets generally involve loading large textures and even larger heightmaps and applying the heightmaps to a flat terrain. Its possible to do this for an engine written from scratch :
Since the heightmaps are very large they would need to be loaded in the background and applied to the user visible portion of the heightmap. So to what extent does the unreal engine support dynamic deformation of the terrain mesh at runtime from C++ ? I would also need to generate sphere meshes and sphere patches at runtime and bind textures to them, so is this supported ?
For starships especially the Galaxy class ships, the entire ship cannot be loaded all at once as its too big. I would probably need to dynamically load sections of the ship at runtime. Is this possible to do in unreal and what are these dynamically loadable sections called in unreal ?
Comment