I've implemented a perlin noise node that creates the basic structure for mountains. I've also implemented an erosion node that runs a erosion algorithm over the mountain to make it look more realistic. I'll be adding a lot more nodes and various tooling to define roads, rivers etc
Here is a 2x2km patch
Apart from the Heightmap based landscapes (which UE4 supports), I'm looking to add support for Voxel based landscapes by implementing all the awesomeness in this gpu gems article
Woahhhh Ali, back at it again with architect plugins. This looks great man, you never cease to amaze me. Keep up the good work!
EDIT: Do you have a Skype or Steam account I could contact you on? I've been working on some plugins and I have a few questions. Thank you!
This looks super cool and is very much needed in the unreal community.
By the way there is already a terrain generator project using marching cubes that might help:
Landscape Architect will also support Voxel based landscapes. Here are some early results, based on the awesome GPU Gems article
These are 4 patches created with a random seed. You can create new patches anywhere on the map The meshes are continuous so tessellation should be possible
The generation is a bit slow and I'll be speeding it up with multi-threading (maybe GPGPU if possible within the editor)
This looks super cool!
Now i love you and hate, that was my summer project (something i planned to start mid june), :P
But anyway great stuff, esp that voxel support. If you make it realtime, some great RTS may be done.
Wow, I wish I was clever enough to be able to do those voxel landscapes (I'd love to have that in Eden).
Beautiful work Ali Akbar (as usual).
Voxel all the way really. Landscapes are so XX century tech.
You could also do voxel only, then add some editor function that bakes voxel into landscape. At this point user can edit it as landscape.
Necrophob30 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
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
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.
@n00854180t 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