and I thought would be great if we have some real “volcano node” to generate landscape. I mean an active volcano through lava flowing down the slopes (when cold that mean a lot of new material added in the landscape).
In the same way of idea, I thought of some specific erosion node like coastal erosion, glacier or even sand erosion in desert.
Hello,
I tried voxel farm indie edition. It’s a very promising tool, but it’s not production ready in Unreal Engine for now. The voxel edition tool (voxel studio) is beginning to be stable, but some operation are not very easy, and the learning curve is steep (at least for me).
With tutos, I was able to get some descent terrain in World Machine in a few hour.
The current version (voxel farm 3) doesn’t provide a robust UE4 integration. It’s working, but you won’t be able to add much item (meshes or else) in UE4. I get a crash in simulate mode.
It’s moving fast, so we can except some huge improvment soon.
I’ll definitely follow this tool : when it’s stable and more fluently integrated in UE4, it will be hard to match.
Optimized the data structures for multiple landscapes. This way the graph runs over all the landscapes in the world and seamlessly connects them. It also takes care of transferring data from a landscape to adjacent ones (erosion drops, Voronoi etc)
Another major change is the main level window has the landscape graph. This way you directly work your level’s landscape, rather than working on another theme window
Awesome job so far Ali, can’t wait for it to come out so I can start playing with it! I really like the Dungeon Architect and am waiting on creating my landscapes until this is released.
I’ve upgraded the Voxel engine to render huge worlds. Voxel chunks are processed in a separate thread and streamed in. I’m also working on memory paging system to save / load chunk data from disk on the fly so there is no memory restrictions on how big the data can be
Here’s an example of rendering a planet. The chunks get more detailed as the player moves closer (in a background thread)
In this example, the vertices are distorted to give a low-poly art style
[MENTION=887]ioFlow Studios[/MENTION] The new update can render pretty large landscapes without issues (100+ km) and generate them within a 1-2 seconds with infinite scrolling. That’s twice as big as the default skybox. I need to investigate the world offset issues when I take the player too far away. Physics starts to get a bit weird
Sure, you should be able to use the landscape graph to create realistic looking landscapes on a spherical terrain. I’m also working on abstracting the data structures, so each builder can define and use their own data while having a common framework. This will allow a builder, for e.g., to create minecraft like blocky worlds with a custom data structure that utilizes a lot less memory