Landscape Architect

@ Thanks! I’ll have texturing support soon and put up a flyby video :wink:

Hey Ali, I don’t know if you saw this or not, haha. :slight_smile:

Planets! :slight_smile:

http://i.imgur.com/6vh6h2Eh.jpg
http://i.imgur.com/v5V1FbSh.jpg
http://i.imgur.com/rVnHVEoh.jpg

, I PM’ed you

Wow, I wish I was clever enough to be able to do those voxel landscapes (I’d love to have that in Eden).

Beautiful work (as usual).

Voxel all the way really. Landscapes are so XX century tech.

You could also do voxel only, then add some editor function that bakes voxel into landscape. At this point user can edit it as landscape.

Hey Simon, your dynamic textures tutorial was very helpful for city architect. Thanks for making it! Eden is looking really nice. Keep up the awesome work!

Added Ambient Occlusion baking. After generating the landscape, from each generated vertex, I shoot rays and query the nearby density field and save the occlusion data as vertex color. It is sampled for far and short occlusion ranges

http://i.imgur.com/X3KxGXCh.jpg

http://i.imgur.com/y6ziVMVh.jpg

Voxels won’t work with the heightmap based landscape tooling available in the editor, since the heightmap data is saved in a 2D texture, while voxel data is saved in 3D

I have ideas for some interesting tooling around this

In the mean time, some close up procedural scenes for first person / third person games

http://i.imgur.com/hNzmgc9h.jpg
http://i.imgur.com/o2DRv3zh.jpg
http://i.imgur.com/ut2tLH9h.jpg

These planets are so cool! Looking forward to seeing updates on how this tool progresses :smiley:

Thanks @.Hider!

Did profiling and heavily optimized the generation process. Fixed an interpolation bug with the 3D noise function, which was causing artifacts to appear all over the map.

Some pics with another density model

http://i.imgur.com/86jdvzRh.jpg
http://i.imgur.com/iarTgMhh.jpg
http://i.imgur.com/bGwUbzQh.jpg

Working on adding threading support so patches can be built while the game is running, for infinite scrolling

http://i.imgur.com/OZ2GfoJh.jpg
http://i.imgur.com/bktauirh.jpg

http://i.imgur.com/330n2eVm.jpg http://i.imgur.com/DjDV9hzm.jpg

Wow! This looks really amazing. Will this be feature comparable to World Machine?

@Necrophob30 Thanks! For heightmap based landscapes, World machine is an awesome landscape editor and I’m hoping Landscape Architect would reach that level over time for the heightmap part (with the node based editor). For Voxel Landscapes, I have a set of ideas for the tools which I think would be useful. I’ll share a roadmap soon after I get the technical bit of the generation portion sorted out

Another screen :wink:

http://i.imgur.com/3PUhszXh.jpg

Implemented a multi-threaded build system. It has a master thread that runs in the background and manages multiple worker threads (e.g. 8 worker threads in a quad core CPU). When tasks are added to the queue system (e.g. a task to build a patch) it gets assigned to the next free thread. Each task has a priority, and the next free thread picks up the task with the highest priority. This is useful to first start building the landscape patches closer to the player / editor level viewport

The build system can run continuously in the background and can be used for infinite scrolling, by adding new patch build request as the player moves in the map

Ali - This looks awesome.

Regarding the voxel generation, it would be amazing to have a way to do something almost like Dungeon Architect but for controlling what types of voxels spawn where and being able to preview it, in particular to make creating gameplay around the voxel terrain easier, like seeding it with a certain type of ‘ore’ voxels etc. relegated to the interior.

@n00854180t Thanks for the feedback. I’ll provide various tools (brush interface) and spline based tools for creating pathways / tunnels, which can be controlled with blueprints for dynamic level layouts. Since I’m not an artist, I’d love to get more feedback from the community on what kind of voxel workflow you’d like to see. I’ll have more info on the tools soon

Arctic scene:

http://i.imgur.com/l1R0T7dh.jpg
http://i.imgur.com/LVU6wXTh.jpg
http://i.imgur.com/8NuDRmth.jpg
http://i.imgur.com/Bby2dmEh.jpg
http://i.imgur.com/1QcuOGzh.jpg
http://i.imgur.com/QtIjCgch.jpg
http://i.imgur.com/KYlG3mkh.jpg
http://i.imgur.com/0DfZ5s9h.jpg
http://i.imgur.com/DC0oEIHh.jpg
http://i.imgur.com/JW2PnmWh.jpg
http://i.imgur.com/9agof3Eh.jpg