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I've created an Infinite Voxel World, similar to Minecraft

please release this! either free here or <10 USD on the marketplace. this would be wonderful as a learning tool!

Thanks very much everyone!

I’ve uploaded the packaged project, so you can play it yourself and see how it feels like :cool:

And @unrealengine even retweetet my tweet about it! https://twitter.com/alcatraz_john/status/706283361497702400 Thanks very much for the Support Epic!

I’ve also added the download link to the video description on YouTube now.

Yes, it is in the 4.11 Preview! You can get it from the Launcher or directly from Github.

Every cube is an instance. You probably did not check for which blocks are visible, most of the time only less than 1% of the existing blocks are actually visible for the player. I do fancy math and only add these blocks to the world, so it’s running very smooth :cool:

Really nice stuff! I wonder how it runs with bigger worlds and added npcs? Of course you probably don’t plan to go much further than what you’ve done but I’m interested in how it would perform versus a Java base.

What fun, thank you so much for sharing that and well done on putting it together, perhaps one day it could be a learning resource for UE4, it would be an awesome one. :slight_smile:

The size of the world won’t affect performance, only view distance does. So no matter how big the world is, it will always run great. I also see no reason why NPCs should have a significant impact on the performance, apart from that the character movement component is quite expensive once you have hundreds of (visible) characters running around. But that’s the same for every kind of game. But you’re not forced to use the character movement component, so if you actually do it the same way you would do a NPC in Java (do it yourself and not use any components from UE4) then there’s no reason why it should run slower in UE4 :slight_smile:

So, I bet there’s gonna be a lot of modders and content addons here for this project :wink:

I already make a game with this kind of terrain with Modding and Multiplayer, but maybe I switch the Voxel engine, depending on the performance of this one.

Very nicely done. You have accomplished a lot here.

Well my initial thoughts were it would definately run better on Unreal Engine 4. My mind was just wondering off into what performance gains you would see plus the possibilities of expansion with the idea. No Man’s Sky + Space Engineers + Minecraft anyone? Somebody get on that game now! :rolleyes:

Heh, I’m currently doing a cross-over between Minecraft + Starbound (you know, this planet system thingy) + Factorio :cool:

Weird, so blocks are static meshes components? As you can’t create custom components in Blueprints which voxels should be if you want to have nice performance.

So is there any chance people can get access to the project files or something, to add more stuff into it? Just curious

Congratulations. This is very impressive. I LOVED the AO.

Also, If you want a Help, I can make the textures for you.

Check my portfolio at art station:

Blocks are instances in an ISMC, you can’t do this with static meshes. You also don’t need custom components for this, the GPU performance of this basically could not be better I think.

I don’t know yet.

Do you not like the textures I currently use? :rolleyes:

Sure… but you said at first post:

I like the pixel style of minecraft. But if you wanna go to a whole new level, what you think about real realistic textures?

That’s ok haha, just think about it, I bet a lot of people would love to mod this, myself included.

First off, great work John, very impressive work there! Is there any chance you will share how you determine which are visible blocks? Do you do some kind of neighbour visible parse? I guess there are lots of ways to do this, but only a few that would perform well.

In anyway, big thumbs up and keep up the good work man!

Very cool.

Super cool!

How are you spawning in the ISMC’s in your chunks quickly enough to keep it from hitching? I have a similar system and that’s been one of the issues I’ve faced.

Also, how are you handling collision? I’ve found that colliders are what kill performance, not the visual portion. Are you doing anything special to turn colliders on/off?