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

  1. #41
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    http://bit.ly/UnrealVoxel

    This. thanks

  2. #42
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    This is awesome work! I would purchase it ASAP on the market place.

  3. #43
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    yeah
    I uploaded 32 bit version this time instead of 64. On my laptop I get 20 fps more on 32 bit version. It's strange because I have 64 bit OS there. Maybe it's some bug IDK but still... 32 bit seems the same or better imo than 64 bit.

  4. #44
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    The version in huge letter links, is running so much better than the prior one. Super fluid. Makes me wish actual Minecraft was switched to something more powerful programming language wise. If the Tekkit pack ran like that...wouldn't do anything else. EVER

  5. #45
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    Thanks. Yeah 32bit version is running smoother. I need to post this on the Epic forum because I am sure it's a bug.

  6. #46
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    Yeah doesn't look that's supposed to happen. Would be funny if all UE4 games compiled in 32 Bit made 10-20 fps gains.

  7. #47
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    Maybe it's 4.12.3 problem or just missing some drivers but on my laptop I get really unexpected results:
    developement64 --- 27fps
    developement32 --- 58fps
    shipped64 --- 38fps
    shipped32 --- 38fps

    On my PC I got everywhere 82fps

  8. #48
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    I wouldn't be surprised because there is a lot of things like that. What about Version=5 to enable DefaulGameUserSettings?

  9. #49
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    Perfect! Please put it one the marketplace,I will buy

  10. #50
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    Thanks! I am working on this. I will provide something to the marketplace soon.
    By the way... Why someone marked this thread as a game??

  11. #51
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    Quote Originally Posted by Tefel View Post
    Thanks! I am working on this. Soon I will provide something to the marketplace soon.
    By the way... Why someone marked this thread as a game??
    Awesome!!! Do you have any idea yet around how much you will be selling this on the marketplace for?

  12. #52
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    Wow, this looks really awesome! Congrats! And the mood with all the chirping birds is pretty cool.

  13. #53
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    Ok so content is ready to upload to the marketplace. I will do it tomorrow.

  14. #54
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    Someone downloaded it and is interested in Marketplace version of this sandbox game prototype?
    How much should it cost?

  15. #55
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    Quote Originally Posted by Tefel View Post
    Someone downloaded it and is interested in Marketplace version of this sandbox game prototype?
    How much should it cost?
    Is it not up on the Marketplace yet? And well I was hoping for something not too expensive and reasonably priced since I'm poor and can't afford anything over like 25 That way you'd get a large amount of people to purchase it.

  16. #56
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    Samaritan

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    Quote Originally Posted by Tefel View Post
    It's still the same. You can find download link here:
    https://www.youtube.com/watch?v=WXJw1pswLRM
    I saw your reply to me in Johns thread. Did you ever release the source to your project? I might have some recommendations, but I'm pretty time limited right now with my own projects.

  17. #57
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    I will release project source soon. If You have any idea how can I improve generation time, performance or memory usage of procedural mesh component creation I would really appreciate!

  18. #58
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    Samaritan

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    Quote Originally Posted by Tefel View Post
    I will release project source soon. If You have any idea how can I improve generation time, performance or memory usage of procedural mesh component creation I would really appreciate!
    I would have to see how you're doing things before I could comment on any improvements. Since you mentioned the PMC, what issues are you having with it? I kind of watch what people are doing with it as well as my improved version to see what areas I can further improve. I'm currently working on some of the collision support as the PMC collision cooking is far too slow for my project. I'd recommend trying the RMC as it's usually a nice boost in both memory and performance over the current PMC in the engine.

  19. #59
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    I don't have any problems. I generate the collisions for small area around the player. So this is very quick. The scene with 3M tris is up in about 2 sec. So this is great.
    I just wonder if ProceduralMeshComponent can be improved - get more fps, better generation times or less memory usage?

  20. #60
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    Samaritan

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    Quote Originally Posted by Tefel View Post
    I don't have any problems. I generate the collisions for small area around the player. So this is very quick. The scene with 3M tris is up in about 2 sec. So this is great.
    I just wonder if ProceduralMeshComponent can be improved - get more fps, better generation times or less memory usage?
    Generation speed wouldn't have anything to do with the PMC, unless you mean the sync speed to the GPU which is kinda slow due to it requiring 2 copy and 2 conversion operations IIRC. I've already drastically improved all of the above. It's not an easy thing to explain how to do as there's quite a few individual parts to it. The first and last part are 2 of the 3 reasons I rewrote the PMC, the third is collision because cooking even one chunk ~8ms is going to cause fps drops.

  21. #61
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    Looks amazing. I love those trees!
    Graham Chow
    Strange Orbitz (strangeorbitz.com)

  22. #62
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    Someone downloaded it and is interested in Marketplace version of this sandbox game prototype?
    How much should it cost?
    20-30 Bucks? not sure.

    But, when you put it on marketplace, it would be nice to be able to add stuff without C++ (Blueprints), so that everyone could use it. (would also generate more $$$, i think.. because of bigger target-audience)

  23. #63
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    I uploaded new Youtube video with some effects named and labeled


  24. #64
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    I am uploading my first content to the marketplace.
    Should I make it as clear and well commented as possible or I can update it later on?
    How long it takes until my content shows up in the marketplace?

  25. #65
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    That is an awesome news! Please comment things since it is important that customers learn.

  26. #66
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    C++ generation is small (only 4 files) with a good performance and logic easy to understand.
    There are also files for loading screen (slate) and C++ finding Savegame files. So additional metadata file is not needed.
    Rest things are in blueprints so it is so easy to modify like chaning voxel size, textures, effects, post process, sky, items etc.
    UMG is also quite simple.
    I will also provide the online documentation soon!

  27. #67
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    could you link to it? I don't see it on the marketplace

  28. #68

  29. #69
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    Tefel pls read this before processing further, i think this will go nowhere if you still have c++ code in there.

    https://publish.unrealengine.com/submission-guidelines

  30. #70
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    Quote Originally Posted by Filly_The_Owl View Post
    Tefel pls read this before processing further, i think this will go nowhere if you still have c++ code in there.

    https://publish.unrealengine.com/submission-guidelines
    Thanks I will go to Selfly instead. Maybe in the future I will divide it into parts and upload something to the markerplace.

  31. #71
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    Quote Originally Posted by MrGoatsy View Post
    Looks cool, shame you didn't add water even though I understand this is really hard to do.
    Hmm why shame? There is a lot of things You can add like caves, lakes etc.
    I think this is quite easy to do. I have spent a lot of time adding UE4 visual effects instead.
    I can implement this and also add the caves and the cieties etc.

    I want to make basic toolkit for everyone so for about 30-60$ You can buy 1 month of my work and expand this making any game You want to and adding whatever You want. If You have some wishlist You can just let me know.

  32. #72
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    OK so finally it is. Voxel Sandbox ToolKit for Unreal Engine!
    https://sellfy.com/p/Ho2F/

    I am writing right now Online Documentation explaining everything:
    C++ world generation, noises, trees, instances (flowers, grass, mushrooms)
    Blueprting changing voxel size, textures, material, effects, character, UMG and more

    The documentation should be avaiable in next few days.

  33. #73
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    If You cannot affort You can still watch the creation process here:
    https://www.youtube.com/watch?v=29vUp09JDAg&list=PLgwhqR8QlpRVKQ5JEWcdjV77lex0q-Oth
    Last edited by Tefel; 07-03-2016 at 02:30 PM.

  34. #74
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    Blueprting changing voxel size, textures, material, effects, character, UMG and more
    More important than that: using own Meshes for the voxels? (e.g. for Fences and stairs).

    Looking into the Blueprints right now, maybe i will find the point where i can change the meshes.

  35. #75
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    Yes You can. I made example of CHILD ACTOR (butterflies), INSTANCES STATIC MESHES (flowers, mushrooms), PARTICLES (birds, falling leaves)

  36. #76
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    Yeah.. understood that now, when you said it (sometimes i am stupid as hell...)
    I used that for my own system a year ago.. but did not notice that in your project -.-

    sry for that stupid question, i will try out some stuff with that

  37. #77
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    there are no stupid questions , don't worry to ask about everything

  38. #78
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    You have done a good job. I would say that there are enough 'clones' of minecraft for it to be considered a genre. I am also making such a thing. I don't want to post links here since I'm new, but you can check my game out by searching "simcube game" on google. Its focus is primarily realistic and complex simulation. There is an in game computer that can be programed to display png graphics on an in-game external screen (a cube separate from the computer itself. I am now currently working on these things called surveyors that will allow structures to be encoded onto an in-game virtual disc, which can also be used to build the same structure within the surveyor GUI. I am going to add villages next, that will have traders and builders. The builders will be able to be given a disc with a structure encoded onto it, and will automatically build it upon the village population reaching a certain amount. It is really fun to play, and I am enjoying the process of making it.

  39. #79
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    Thanks, You may consider getting this toolkit. It can be really useful for You. It is also a very good learning resource. It will be even better when I finish writing documentation online.

  40. #80
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    I uploaded already 5 parts of my twitch stream.
    https://www.youtube.com/playlist?list=PLgwhqR8QlpRVKQ5JEWcdjV77lex0q-Oth

    I like how I recorded last part. I explain how to generate the terrain using the simplex noise. Maybe this is just my opinion but this problem is very interesting. This part is more visual

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