Ability to disable/enable Greedy Meshing(for whatever reason you might have). The option is located in FCubicVoxelSettings and it’s enabled by default.
Hey, first of all thanks for acknowledging my skills. It really tickles my ego.
Second of all. You’re right and not right at the same time. Sure, would be nice to invest time in some specific projects. But who would buy them? People on the marketplace are looking for affordable stuff because they’re indies or on a tight budget or even both.
Just so you know, dexyfex invested around 10 years in that project. So what would be his outcome selling it on the marketplace? Think about it.
Now, my plugin has nothing to do with terrain generation, or planet generation or universe creation. I aim to stick around “Geometry Generation” just because going into specific projects would take time and the outcome wouldn’t be neither in my favor nor in the buyer`s favor(if any). With Geometry Generation comes terrain, planets, shapes or whatever. You gotta figure it out what you want to use it for.
Buying a plugin like mine or Ali’s or so on, guarantees you that that section of your project is tested and you get support for it if problems occur. What goes beyond, is your project.
Anyways, i hope i made it clear to you with my point of view and why all these excellent devs you enumerated are sticking with demos(showcasing directions you could go with their plugins) and not final products.
There are certain things that have higher chance to do well, 3D assets, FX and such.
Voxels are kind of a niche theme. It’s not about having discounted assets for indies, because i don’t give a discount to it as of right now, it’s just the price i consider fair. Just because it doesn’t cost hundreds or thousands doesn’t mean it’s not premium asset.
With code plugins it’s more about sticking to solve the problem, in this case generate cubic geometry, and let the buyer do his project (terrain, noise data etc). This is one of the main reasons i keep Noise Plugin separate as a product. I can’t enforce additional cost on people when they might actually don’t need it. Although my Noise Plugin is the best here, there are customers that prefer to use free solutions, or they already purchased from somewhere else which is fine.
BuildCubeFace now allows you to set per-face UV. This can be used to allow you to store additional data that needs to be sent to Material. Use this only when you are using WorldAlignedTexture/Tri-Planar texturing inside your material as the UVs will most-likely be invalid. All Vertices that form the face will have the provided UV.
Cubic Density Point (FCubicDensityPoint) now stores a boolean **bIsSolid **status instead of float value.
Easy Voxel: Cubic now uses the framework of MultiTask PRO 1.3.X for better stability
Previous DoGenerateVoxelData node is Deprecated and needs to be replaced with the updated node. It will be automatically marked in blueprints as Deprecated and it needs to be replaced with the updated node that is using same name.
Implemented a new function **GetVoxelCoordinatesAtLocation **which converts a World location to Voxel Coordinates
Implemented a new function **GetNeighbor **which returns the neighbor voxel coordinates in the given direction
Fixed a possible bug with GetChunkSlotFromLocation which would return wrong Chunk Slot in certain cases due to Ceiling instead of Flooring the Location.
GetVoxelCoordinatesAtLocation, GetVoxelCoordinatesInRadius and GetVoxelCoordinatesInVectorRadius now take as input the Transform of Geometry instead of Location. This allows to account for Geometry rotation.
Updated the demo projects to meet the above changes.
Easy Voxels: Cubic went through some dramatic changes this year which improves performance, scalability and makes it even easier to use.
This update changes how the plugin works which means it will break your previous blueprint logic if you choose to update.
With version 2.0 everything got easier. You just configure the settings and provide a valid Density Data Builder and the plugin will render everything automatically.
Truly “Easy”.
Easy Voxels: Cubic is now an Actor Component which inherits from Procedural Mesh Component.
Ability to automatically render voxels in editor (See Asteroid example)
Auto-LOD has been implemented. You can just set a maximum LOD and the component will simplify based on the distance between Player Pawn and geometry.
Auto-LOD can be disabled and handled manually.
Ability to automatically update AI Navigation Data.
Ability to setup an Update Interval which is used to control how often the Component is checking for LOD changes etc.
Removed Density Builder interface and replaced it with a Density Builder object for better stability
Removed “Do” async nodes.
New function VoxelCoordinatesToLinearIndex which allows 3D coordinates to be treated as 1D
New function LinearIndexToVoxelCoordinates which allows 1D coordinates to be treated as 3D
New function GetEditorCameraTransform which allows to retrieve Camera Transform in Simulation only.
Several improvements and optimizations with Cubic algorithm
3 new delegates which allow to attach additional functionality: OnPreLODGenerate, OnLODGenerated, OnDensityObjectCreated
Documentation has been updated to reflect the changes.
Demo projects have been updated to reflect the changes.