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Thread: UnrealVoxel - blocky Minecraft-like infinite world + download

  1. #1
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    Post UnrealVoxel - blocky Minecraft-like infinite world + download

    Hey everyone,

    I want to share with You my version of voxel based Minecraft-like infinite world. I was inspired by John Alcatraz who did really great job making his prototype only with blueprints. I focused more on C++ instead to get the best performance. I create only the front faces from the outward voxels. I even manage to remove the chunk connections using the additional information shared between chunks.
    Two weeks ago You could follow creation process on my twitch channel (http://twitch.tv/Tefel) where I did almost everything from algorythmic point. During last two weeks I was improving graphics, effects, menus and also adding more functionalities and features.

    Toolkit avaiable on Sellfy 4.15: https://sellfy.com/p/Ho2F/

    Download demo: http://bit.ly/UnrealVoxel

    Don't forget to check my Youtube Unreal Engine 4 channel. I upload there my work (tutorials and prototypes). Every single like and subsribe can help me to grow. Thanks!





    Enjoy!

    and some screenshots...

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    Graphics: All assets in this project are either created entirely by myself or were released as Public Domain and then used directly or edited by me.
    Music: free, classical, ambient made by Sergey Cheremisinov & Philipp Weigl


    This is just small side-project, prototype made on my twitch stream (http://twitch.tv/Tefel) where people could follow a creation process. To make this more enjoable I was trying to be really close to the original Minecraft game. While it's looking similar to Minecraft, my intention was not to create a game similar to Minecraft but just challenge myself and check overall look of all additional Unreal Engine 4 effects.

    There is a lot of small things You can notice while trying this prototype
    - procedurally generated World with wide range of randomness (seed makes whole thing looks much different every time)
    - wind effect for the trees and all other custom elements like flower and grass
    - advanced materials with normals, displacement, shaders, shifting grass, removing tiling effect and adding additional 3D noises for sand and stones
    - advanced particles like falling leaves, birds
    - independent scene actors - the butterflies
    - cracking effect, destructible mesh effect
    - simple inventory based on UMG
    - savegame system based on C++ finding .sav files - simplicity 1 file = 1 game
    - more than 50 sounds for different type of voxel and tool using
    - menu system with GPU / CPU settings
    - additional options to make this thing more funny like rounded material for trees, BIGGER/SMALLER blocks etc.

    I decided to upload source code but it all will depend on people being interested. Some likes and subscribes can help me to grow my UE4 Youtube channel where I put a lot of effort recording tutorials and other UE4 related materials.

    Funny fact is that I have never played Minecraft but maybe I will

    Please share Your thoughts about this!

  2. #2
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    Awesome work, looks great!

  3. #3
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    Samaritan
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    Very beautiful i would like to see more !
    it will be awesome to see the implementation of the generation/culling ....

  4. #4
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    Thanks! Here is a direct download link: http://bit.ly/UnrealVoxel

  5. #5
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    Samaritan
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    very nice! i would be very much interested in source files if possible if not, thanks anyway for what you released so far!

  6. #6

  7. #7
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    Quote Originally Posted by Tefel View Post
    Hey everyone,

    I want to share ... Please share Your thoughts about this!
    Beautiful work. Can you share the material for leaves of crown tree, especially the wind for leaves of the tree? Thanks

  8. #8
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    this is just wind function node + world displacement

  9. #9
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    Quote Originally Posted by Tefel View Post
    this is just wind function node + world displacement
    You mean SimpleGrassWind or Panner node? Could you take a simple screenshot?

  10. #10
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    SimpleGrassWind

  11. #11
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    nice work.

  12. #12
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    Thanks!
    By the way this is not a game. It is only a prototype but maybe it should turn into the game? I am thinking about something like Harvest Moon with challanges of finding resources like water etc. I have also an idea how to change basic shape square to be something more unusual and not being Minecraft clone.

  13. #13
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    turn it into a game yes
    Its very cool.

  14. #14
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    I've updated the information
    Last edited by Tefel; 06-15-2016 at 05:32 AM.

  15. #15
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    if i had a good pc... i would already have made a letsplay out of it XD
    I sooo much love voxel games like this.

    But its lagging extremly even on lower settings... Its horrible :c my blueprint clone is even faster.
    Any ideas?

  16. #16
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    Hmm I can make the render settings starts from 1...

    Is Your CPU the bottleneck or GPU?
    This is developement version because I wanted to keep Savegame folder inside the game folder. You have all commands available so You can set even more settings if You want.

  17. #17
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    yee that sounds cool :3
    Just go ahead on this im eager to see where this can go.

  18. #18
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    OK, You can check it right now. I've changed configuration to start from render range 1. Enjoy

    ============

    I changed it once again because it wasn't applying range1. Right now should be really low range.
    Last edited by Tefel; 06-20-2016 at 12:35 PM.

  19. #19
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    it did changed a few things. But theres still much work to be done. Thx tho

  20. #20
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    Filly_The_Owl check this once again pls.

  21. #21
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    How many times today did you updated this
    Will redownload again!

  22. #22
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    hehe twice, first was changing settings but not applying them. If You see less terrain like here http://i.imgur.com/hboHpuy.png everything is fine

  23. #23
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    Have You guys tried?

  24. #24
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    i have :P still lags.
    Should i make you a list with my things i found bad?
    That would be very accurate feedback.

  25. #25
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    Yeah why not... Thanks
    But if You are not able to run this prototype on ultra settings how You can give accurate feedback?

  26. #26
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    I know alot about ue4 So i can tell you exactly what you should do.

    Rendering

    - Make button to deactivate Motionblur
    - Make button to deactivate godrays
    - Make button to deactivate lensflare
    - Make buttons for SSAO enable and its quality settings

    Gameplay

    - Make movement harder so that the items and the arms dont move up and down so slow
    - Remove shadows of items in hand and handmesh shadow itself
    - Hotbar scrolling should be in the other direction
    - Height of player is wrong, should be 2 blocks height
    - mouse sensitivity settings
    - autosave on map leave
    - interaction animations with same speed as the actual action
    - menu for speed settings
    - flying option? maybe. classified

    Sounds
    - Make music volume sliders
    - more feedback sounds on interactions

  27. #27
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    All advices really hit home but I am not sure if I really should go so far. It was just small challange to see how Unreal Engine 4 is doing with all these generation and effects.

    - I can add more settings but You can still use commands in developement mode.
    - Movement harder? I can slow down the movement speed or increase weapon up-down speed.
    - Hotbar scrolling, ok it's quick fix so I will do it.
    - What do You mean height character is wrong? http://i.imgur.com/I9Qtaen.png it is 1 voxel wide and 2 height - feets this tunel 1x2
    - Sensitivity hmm
    - Autosave why not
    - Yeah I can improve animations
    - There was flying options but in other controller. Right now I am using only personCharacter

    There is a lot of sounds already. Walk sound, hit sounds of different voxel type, menu sounds etc.

    Thanks for Your feedback!

  28. #28
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    The image on the camera clearly shows how small the player is
    Hes like 1,4m? or smaller a dwarven game!!!

    Dont slow down movement, make it faster, an sync the animations to the speed.
    And add animations to the rest of the actions.
    If i dig i just click the ground and all that happens is.. well digging the block. But no animation is there.

    And the sword... takes ages to attack!
    Well not that there is anything to hit currently anyways.

  29. #29
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    Quote Originally Posted by Tefel View Post
    this is just wind function node + world displacement
    "world displacement" you mean "world position offset" or tessellation inputs?
    One screenshot will clear the air ...

  30. #30
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    I think both are fine but we don't need to use tesselation so I would stay with World Possition Offset.

  31. #31
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    Quote Originally Posted by Tefel View Post
    I think both are fine but we don't need to use tesselation so I would stay with World Possition Offset.
    I already tried with "SimpleGrassWind" or "Panner"+"Sin" nodes connected to "world position offset", but the movement of the leaves is not even close to your leaves. There is something major else ...

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  33. #33
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    Quote Originally Posted by Tefel View Post
    I will make tutorial about this
    I finally figure it out. The keys here are the specific values for the four inputs of "SimpleGrassWind" node. Out of this node is multiply with const/param offset and insert in "World Position Offset". The "Panner" + "Sin" is not produce good natural movements. Thanks

  34. #34
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    Great work! I have been replaying your streams on this and lots of information you have on there. Wish i could of watched this live but work and time zones got in the way.

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  36. #36
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    This is absolutely awesome and I would love the source code to this! This is exactly what I have been looking for bscause I have been looking to create and have an infinite voxel world. You said you will share the source code but where do we find this?

  37. #37
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    Samaritan
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    I decided to upload source code but it all will depend on people being interested.
    I am VERY interested, since i already had all the gameplay for such a game ready, but i cant get the world-generation running in Blueprint (this just blows up everything.. due to the overhead).

    And this might help me to get it "done" in c++, after some learning.

  38. #38
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    I uploaded new version of this prototype. Much more settings for testing Unreal Engine 4. It is possible to start from empty terrain generation so it should work for everyone

  39. #39
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    Wheres the official link?

  40. #40
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    It's still the same. You can find download link here:
    https://www.youtube.com/watch?v=WXJw1pswLRM

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