This is awesome work! I would purchase it ASAP on the market place.
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.
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
Thanks. Yeah 32bit version is running smoother. I need to post this on the Epic forum because I am sure it's a bug.
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.
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
I wouldn't be surprised because there is a lot of things like that. What about Version=5 to enable DefaulGameUserSettings?
Perfect! Please put it one the marketplace,I will buy
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??
Last edited by Tefel; 06-23-2016 at 03:34 AM.
Wow, this looks really awesome! Congrats! And the mood with all the chirping birds is pretty cool.
Ok so content is ready to upload to the marketplace. I will do it tomorrow.
Last edited by Tefel; 06-24-2016 at 04:37 PM.
Someone downloaded it and is interested in Marketplace version of this sandbox game prototype?
How much should it cost?
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 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?
Looks amazing. I love those trees!
Strange Orbitz (strangeorbitz.com)
20-30 Bucks? not sure.Someone downloaded it and is interested in Marketplace version of this sandbox game prototype?
How much should it cost?
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)
I uploaded new Youtube video with some effects named and labeled
Last edited by Tefel; 06-28-2016 at 06:35 AM.
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?
That is an awesome news! Please comment things since it is important that customers learn.
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!
could you link to it? I don't see it on the marketplace
Can you describe how replaced the disk of the sun. Are you using AtmosphericFog?
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.
OK so finally it is. Voxel Sandbox ToolKit for Unreal Engine!
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.
If You cannot affort You can still watch the creation process here:
Last edited by Tefel; 07-03-2016 at 02:30 PM.
More important than that: using own Meshes for the voxels? (e.g. for Fences and stairs).Blueprting changing voxel size, textures, material, effects, character, UMG and more
Looking into the Blueprints right now, maybe i will find the point where i can change the meshes.
Yes You can. I made example of CHILD ACTOR (butterflies), INSTANCES STATIC MESHES (flowers, mushrooms), PARTICLES (birds, falling leaves)
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
there are no stupid questions , don't worry to ask about everything
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.
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.
I uploaded already 5 parts of my twitch stream.
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