Using clipmaps lets me do much bigger planets.
Okey doke, fixed up panel/octave interlocking issues mentioned a few posts back, did a little demo video just as proof of life:
Few more bits to fix up then on to reintroducing the height again.
Ok, got height going again, now I'm looking at implementing some nicer noise than basic sine waves.
I really like the way this guy does it with a node editor (disclaimer, this is NOT eden) :
But I don't know if there's a way to implement a custom node graph like that in the editor... any suggestions?
quick video showing planet rebasing I just got going on the weekend:
This a sneaky way of avoiding jittering problems that occur when you have very large numbers in the positions of your vertices (because they're based on floats which can't store large numbers accurately).
When you rebase like this, it means that all the verts with large position numbers are so far away you can't see the jitter anyway
Got to admit this is coming together really well.
As for the Node editor - I would ask Ali as he has made a few node based tools.
I'm using FastNoise now which is MIT, but only put a very basic wrapper around it. Shouldn't be a lot of work, might spur me on to finish 'Unrealing' it. All that needs doing really is:
Make the noise generator a UObject module (already done)
Create a blueprint 'select' module with three noise module inputs for blending.
Urm that's about it actually. I should really crack on with it
The noise part I got down, I just want to make an artist friendly interface for it in the editor.
Anyways I spent tonight recoding normal generation, haven't got it right yet:
And it's going to need a bunch of optimization (some how)...
Ah, I see...
I guess the concern with that for me would be that it would become a bottle neck for the planet updating. Isn't BP a lot slower than C++?
In the Blueprint you construct the noise modules, set parameters, combine them etc, and then pass the final module reference to the generator, and off it goes. You're just using BP as the handy node-based configuration editor, all the code execution is C++.
I may be late and you have all probably forgotten about it by now, but 1e+3km = 1*10^3 = 1000 km.
Fixed the normals
Time for another youtube I think...
Got the non edge verts normals done, just coding the edge ones now (they're a bit trickier).
This looks really interesting. How big are your plantes? (radius in km) ? How big could you technically make them?
Well going off SheepHD's info above the planet in the video above is 1000km in diameter:
So that's not very big compared to the earth or even the moon:
In the previous version I had it up to about 4000km in diameter (about 1/3 of the earth) which I should still be able to do.
Oooh, I see I got you back on track with this...
Thats quite a number tho, if I look at curent game worlds that are not even that number in area, this is already huge enough for someone to spend days or even weeks just walking from one pole to the other. I like that.Well going off SheepHD's info above the planet in the video above is 1000km in diameter:
But how would you make a planet like this then be populated with stuff.. trees,plants,rocks,roads,towns and cities, vegetation and weather zones, mountains, caves, oceans, lakes, rivers... Would there be a way to somewhat procedurally generate those things? Like in minecraft. Are you planning on going down that route, or what is the aim of this project in the end?
I do have a bunch of mad scientist ideas for populating the planet surface with all sorts of interesting details, from the macro to the micro...
You have to too, otherwise it's not really a procedural planet, it's really just a procedural moon :/
Re my end goal, I do have some ideas for a game that I'd like to try and do but for now I guess I'm just seeing how far I can get with Eden.
Yay, finally got the normals fixed up (again) it was really hard (again).
Also added the space ship back in, having a big placeholder helps get a better sense of the scale.
Still lots to do of course, but it's always nice to do a new youtube after a really hard bit
wow this project is amazing. You did a very great job. Congrats!
Wow it's realy amazing !
Ok, need some help with basic pawn stuff (albeit in C++).
I've got this so far:
You can see in the components list in the details panel it's just a pawn with a camera boom and camera.
If I have "Use Pawn Control Rotation" checked, I can't make the camera orbit around character third person style.
If I have "Use Pawn Control Rotation" UNchecked, then lean my whole character over to the side (like they were, you know, walking around a sphere with point gravity) the camera rolls wildly on the local Y axis...
Btw, have a ppt I made for a presentation at a local user group, only just realised I hadn't shared it.
Sorry about the size, but it's got a bunch of videos in it.
It's mainly just talking about the things that led me to making Eden and a (very) general overview of the way I'm building it.
I **MIGHT** be able to forward it on to some people who might be able to help.
Figured it out. Was reading world rotation of spring arm component, modifying it, then putting it back in as a local rotation <facepalm>
(should have recognised the spinning behaviour as this).
Does your planet generator create a sphere, or could the geometry be modified?
My friend and I were having some debate as to the shape of "Proxima Centauri b" the other day - since it's possibly tidally it possibly could be a little bit egg shaped, with the elongated end facing the star. Which would make for an eternal desert at higher elevation, surrounded by a lower elevation dusk region.
At its base it would still be a sphere, but part of what I'd like to do is be able to place height maps manually to override the noise based heightmaps.
So in your case you could place a simple radial gradient height map at the northpole and just make it _really_ big.
Just my first tender steps into making custom pawns...
(I'll build a nicer flight model next it's just a relief to have figured out how to do this stuff).
Got (very) basic point gravity going in my lunch time today...
Now I got the whole weekend to fix it up
Hey @ioFlow Studios
Check this stuff out -
From the looks of it he is using a projection grid for the water.
There is also some interesting stuff on this site. Look under Proland. Source code is included from the look of it. Oceans, Atmospheric Scattering, and Clouds, for planets as well
Looks it is distributed under the BSD-3 license. LINK
Proland is now distributed under the BSD 3 free software license, for non-commercial as well as commercial use.
Last edited by HeadClot; 09-03-2016 at 11:21 PM.
It's not landscapes, but it is voxel which is pretty awesome
Can implement some things like this in Minecraft?
Did you write your own gravity component or are you using a plugin? Also - did you figure out your mannequin animation issue? I installed the Mixamo characters and found a tutorial, and was able to sort of determine how animation blueprints work.
First place to check is here - set it to the SK_Mannequin animation BP (from your mesh - inside your player pawn BP). If that doesn't work, you need to troubleshoot the BP which is harder - or if it's part of your custom gravity, that's beyond me. I've been using the gravity from this:
Cool, I'm still learning C++ and this is the direction where I want to go as well
This would make for one most excellent C++ tutorial for UE's YouTube Channel in the future. Don't get me wrong Battery Collector and Tanks vs Zombies are awesome and everything, but this would be a great next step towards a more advanced C++ tutorial. Then again theres probably a UE livestream somewhere about this buried in the 200+ videos in that Playlist.