Ok so after the post about the procedural generation of a city shown in the AC Unity video: Making Assassin's Creed Unity: Part 2 - Next Generation Technology - YouTube
I gotta say it seems like a great idea, and I know it’s all possible through blueprints to an extent, however I do have a few requests, by requests I mean, wondering if these will ever be implemented, if they already exist somehow, or how I can achieve them.
- Open-World Seamlessness
Most future titles, the big ones, are all very large open world areas, with no loading times, all amazing terrain qualities etc. So I was wondering if UE4 will soon have support for the networking and optimization of open-world areas. By that I mean it would be great if instead of trial and error UE4 had a core base for creating 50km square + areas, up to 100km square. Since most of todays large open world games are around that size.
Also the procedural generation of terrains, vegetation etc seem to be a big problem that can be tackled with blueprints, wondering which blueprints are out there or if I am better off coding my own
- Atmosphere and Weather (Dynamic)
I think what is lacking from the lower indie titles is atmosphere, dynamic lighting and weather. By this I mean the feel that the air around you has a density, could be tiny particles floating around, having a tiny bit of fog, having the air twist and bend in the distance due to heat etc…
Also a dynamic terrain where things like Rain make “puddles” appear and such as a great idea (yes I saw that in AC Unity).
- Dynamic Terrain
By this I mean a terrain that can be altered, and not just a static one, I am not talking minecraft level, but I am talking about some optimization. Many games are looking to let their players not only destroy certain objects, but also build large scale buildings, even cities, and cut down forests, reroute rivers, dig mines and tunnels etc… These seem very complicated to do through blueprints and pretty primitive.
Such as if I wanted a tree to be cut down permanently, or regrow I’d have to have 2 settings. 1 The tree is cut down to the stump and regrows in 3 stages or so, or 2. The tree is fully cut down and does not regrow
But then I’d also need to have a system where the game detects where “seeds” are planted and starts to grow trees. It all seems very primitive and forced, as if the engine isn’t suited for such tasks. Therefore I was wondering if there are any plans to accommodate real time ingame dynamic terrains.
The in built networking is ok for small shooter games, or LAN parties I believe, but not suited at all for large scale operations. By this I mean even having a couple hundred players online in a largish terrain. It would be great to see a plugin like that of TechLords that would provide a core for the networking, and also security of a game, and help optimize it
- Stress Testing
I know there is an FPS option, but does it really reflect what the average computer will run at? I was wondering if there is an option for us to test out certain levels, or the game as a whole while emulating the average computer in order to know what more we have to optimize. It would be great if this option came with a troubleshooter to tell us where we need to really optimize, IE: That tree is crashing your FPS
Will add more options soon.