BrickGame

This is really impressive work you have done here Andrew. I have a background in C++ but I just started with UE4 about two months ago. I’m working on a open world survival game with destructible terrain and procedural terrain.

The problem my game has is that I have dozens of separate mesh components, each about 32 meters wide. If I make them any bigger, then the update time becomes too high.

It looks like BrickGame only has a single component for the entire visible terrain, which is awesome. From what I can tell in the source code, you’re using some kind of direct access to modify the mesh instead of updating the entire thing every time someone changes a block. This is done using the “Rendering Hardware Interface” I think?

I’m hoping that you might give me some advice about where I can learn how to do this. I’d really like to have a 500 meter visibility like your game does. Anyway, here’s what I have so far, if you want to take a look.

v=aKR0VFoKQGs

Maxwell Gumley