Great job John! Could you do me a favour to answer a few questions:
1、By handle the polygons manually, how do you render the same texture faces in one drawcall?
2、Does a chunkobject handles it’s own blocks, and a chunk manager spawns chunks?
3、Is a block an actor or a meshcomponent attached to a chunk?
4、How do you controls the polygons’s visibilities?
Obviously I’m not but I can probably answer most of that since I’ve talked to him a ton over the past months and also implemented my own block engine in UE4. (feel free to correct me if I’m wrong on any of this )
- He means instead of ISMCs he’s creating an optimized single mesh per chunk (or maybe 2 to support foliage) and rendering whole chunks as single meshes. That can be accomplished using the ProceduralMeshComponent in the engine or my upgraded version that’s linked in my footer, the RuntimeMeshComponent. To handle texturing, one way is to use an atlas like Minecraft does/did, the other way is to use texture arrays which are not currently in the engine but I have an open PR for.
- In his case, and he can feel free to correct me if I’m wrong, I believe he’s got a component per chunk (inherited from the RuntimeMeshComponent or RMC) and an actor that owns them all and manages them.
- A block is definitely not an actor or component as that would be prohibitively expensive and very slow to update those all individually and would have hundreds of thousands to millions of draw calls which would be impossible.
- If I understand your question correctly, the thing to do is only add vertices for a face of a block when that block has air next to it on that face. You can go further using something like greedy meshing, or optimal meshing, but those get a bit more complicated to do.
Koderz this is very interesting! If there is a way I want to improve my prototype even more.
Please check my procedurall World creation here: UnrealVoxel - blocky Minecraft-like infinite world + download - Work in Progress - Unreal Engine Forums
You have done a good job. I would say that there are enough ‘clones’ of minecraft for it to be considered a genre. I am also making such a thing. I don’t want to post links here since I’m new, but you can check my game out by searching “simcube game” on google. Its focus is primarily realistic and complex simulation. There is an in game computer that can be programed to display png graphics on an in-game external screen (a cube separate from the computer itself. I am now currently working on these things called surveyors that will allow structures to be encoded onto an in-game virtual disc, which can also be used to build the same structure within the surveyor GUI. I am going to add villages next, that will have traders and builders. The builders will be able to be given a disc with a structure encoded onto it, and will automatically build it upon the village population reaching a certain amount. It is really fun to play, and I am enjoying the process of making it.
you have turned this into c++ ??
can you share the bp version of it or break it down (Tutorial ??) or make an documontation on how you managed the chunks/worldgeneration and dealing with the noise etc …
plz will be happy to see how you’ve donne this
Hey anyone know the scale of the cubes used in this project?
Yeah… Looks great. Is it open-source?
Would there be a way to polygonize the voxel grid? And maybe add addiitonal displacement using a procedural texture and dynamic layer painting based on material (grass,dirt,rock,gravevl,abc,etc,…) after that to create a realistic precedural terrain?
How do you check for what blocks are in the field of view and must be visible for the player?
cool!!! really good job!!!
would like to ask a request
hey
me and a friend are trying to make a game similar to minecraft but are having trouble with it, i was wondering if i could have a copy of the project file so we can make one like it, we tried but it kept coming out either misformed or blank. we wont copy the game it self, just want to use some of the lines for it, we already got the textures and models of tools made, but the world just isnt cooperating with us.
thanks,
alex_rider
(ps if you can make a copy of it, plz send it to my email youcefthomas@hotmail.com )
Sup minecraftians,
If anyone can help me pass the Twitch 4 Minecraft stream IE looking at my C++ and like his video his ends up working but mine still crashes…
But i do have the terrain Generation working just no noise ive posted the code in question on his Youtube twitch feeds…
Help me and you have what i got to start with =)
PS Big thanks to for his feeds… sometimes bit hard to follow the code side but he definitely explains why hes doing what he does…
It’s a masterpiece!!! Those who say it’s just a clone, but this game can go your way!!!It may even be the best minecraft, the one who writes in the comments that the game is “so-so”, then You don’t understand just how amazing it is (or just not played the updated version, if you’re reading this, I beg you not to leave the game and not listening to anyone.If you started this case and further, you can’t completely copy minecraft, you can do something else, to add something of their own, but you can change everything in the game (not perestarasya), just don’t drop the project and make it better.I have everything!
If you ever need any help or thoughts I would love to make this in to a better form of minecraft with you
Hey John!
Less than a year ago, I was shocked and exceedingly inpressed when i saw your magnificent project for the first time. I tried to make a similiar unreal based minecraft and took a lot of time to research in hope of finding the correct approach. However, that didn’t end up well: even the most initial steps seemed unachievable for the little noob

For more than half a year, I have been studying the unreal engine and learning how to manipulate it efficiently by both blueprint and c++. And just three days ago, I started to make a voxel based survival game ----- AGAIN. And so far I’m doing everything nicely: I managed to implement dual-chunk generation, a primitive save&load system and basic foliage generation.( I was also messing with the block y locations to make the terrain smoother than that of traditional minecrafty games


Hello there,
u need to update this project, added so many fetures !!!
hope u will continue this
exelent
That’s a fun game good job
Can you offer any further advice on how to do this? I’m brand new to Unreal Engine and game development in general and my first project is to try to do this exact thing for the learning experience, so far, first day, still clueless, hahaha.
I agree! Give it a new spin!
Great job David!!! Wish all the luck with this project!