Endless world

Yeah, where did you get the material? you did it by yourself?

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Itā€™s all very normal materials. The only unusual things are the pawn, and I had to write my own foliage painter :slight_smile:

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For whatever its worth, with a pinch of sphere math you can replace sphere chunks changing up the sphere landscape composition as it rotates along (more to address OP initial concern than anything).

Then again, for a train window scene such a small sized world isnā€™t a good fit, making other examples a better approach overall.

You have to start with some determinations though;For instance:
If player is able to freely move inside the train you probably want the train to be still and the landacape to move.
And if the player is fixed you can likely just move the train cart window/section/wagon along.

The 2 approaches are radically different in cost too.
Moving a wagon along is fairly cheap conpute wise.
Moving the landscape with all their components is not.

This is purly CPU side too, as gfx wise A vs B has the same exact impact and implicationsā€¦

Depending on the device your game is made for, you could possibly hit a spot where you become unable to move things due to the cpu computation.
To reduce that you need to disable all collisions, reduce instance counts to a minimum, and probably only use movable meshes.

You can convert landscapes into meshes from within the editor, and the impostors you get are probably good enough to go after you remove their collision (or omit generating it).

The fully procedural approach to this is probably using the procedural mesh component and a Z height matrix to generate the landscape.
But why bother?

The landscape is never going to be accessed.
As such, it can be from a shader only.
You can pan a cloud texture to offset the Z a flat mesh with proper/apt tris count and achieve fairly good results towards simulating an ever changing landscape only visible from within the trainā€™s close environment.

Vegetation on top is a little more complex. Billboards in all cases, but harder to keep in tune.
The best option is to perhaps use a Niagara spawner to spawn the instances at the corrext Z based on the same cloud map.
They instances wuld then need to move at the same speed that the train and therefore the panning texture travel.

Something made that way can probably run off the power of a potatoā€¦ but it is a lot of workā€¦

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