Landscape Architect

@LordStuff Yes it does. The meshing algorithm can be swapped out with another implementation. There’s one for creating minecraft like terrain

Super excited to hear more about the tooling for Landscape Architect in the the next few days. :smiley:

@methusalah Thank you for the feedback and I agree with you. Landscape modification in the editor works now.

I’ll also be supporting Layers like in Photoshop. So you paint your brushes on different layers and do so non-destructively. This also allows you to add “filters” on your layers like you do in Photoshop. For e.g., if you apply a noise filter on the layer you are carving on, it would automatically create rocky look to the surface. Layers also give you the advantage of non-destructively carving no your landscape. Imagine you create a landscape and calculated erosion on it. Then you remove some portion of it with the sculpt tool but you cannot bring it back. However, if you sculpt it on a different layer, the data on the base layer is still there and not overwritten. Another advantage is if you sculpt your cave in one layer in a mountain, you can move the base position of the layer around, effectively moving the cave inside the mountain with the entrance properly recalculated

There’s also some interesting stuff with the splines. I’ll have more info in a few days

Thank you for the input. The generators will have mask inputs. I’ll explore more on #2

Full source code would be included with the plugin

Tessellation is customizable from the configuration. You can apply different material on each LOD and bake the collision at a lower LOD. I haven’t tested on mobile yet.

@xydr It works with VR, not sure if it was the forward renderer or deferred. I haven’t tested with foliage yet.

It will take a while longer :slight_smile: Have more work to do

I honestly wouldn’t mind some kind of early access or something ^^.

I, too, looked at Voxel Farm again recently, though I can’t say I like the way their licensing works, particularly for Indies…

Your plugins continue to grow in strength, Ali, and I look forward to playing around with this one.

Sorry if I missed out on a F.A.Q. section in this thread or if I repeat any questions already asked.
But is there a time window when you plan to release? Like “Q3 2018” or something like that?
Or if it’s anywhere near alpha or beta? :slight_smile:

Really looking forward to this one and I am holding off on starting a project before I can get my hands on this plugin! Great work!

@****](https://forums.unrealengine.com/member.php?28980-Ali-Akbar) : will it support navmesh and especially runtime update?

Hello Ali,

I hope that you can finish this soon and get this on the market place, I have an amazing Sci-Fi concept in mind and If you complete this plugin and get it out to us Devs, i think this will be just what i need!! please hurry so i can throw my money at your face!!, much love and keep up the good work!!!

  • Ken

Hey [MENTION=28980][/MENTION] -

This video should give you some ideas for tooling for planet scale stuff :slight_smile:

Look forward to see more from you.

  • HeadClot

Will this plug-in be compatible with DA. so you can generate a whole world with random city’s from city builder, buildings in city builder made in floor plan builder, and dungeons made in grid? basically id love you use every part of your plug in to add a truly random world every time. thanks

I would buy this right now if it were available. Do we have a general release window, ?

Oh, that is very, very cool! Any idea what it will cost?

I suspect it will be at least another year before we see this on Marketplace…

As for pricing, it could be on par with Dungeon Architect.

Any progress?

Really nice work! I’m fairly certain the voxel implementation is how ASTRONEER does it. The wireframes look exactly the same as well as the resolutions but this is all speculation. Does the meshing algorithm use the Marching Cubes solution?

Id be surprised if this comes out this century