Landscape Architect

Thank you @CoquiGames. There are still a few things left to be done (Voxel material framework, biomes, procedural foliage, tooling etc)

Massive Landscapes with Infinite Scrolling

I’ve created a build system that renders massive voxel landscapes (100km+)

The collision is created for patches nearest to the player. The patches are of different sizes with far away patches having low LOD and bigger size (so we have a manageable no. of patches instead of millions of small patches)

All of this happens in a customizable no. of threads (7 in this case). I tried cooking collision in another thread but UE4 / PhysX doesn’t seem to like it. I maintain another queue where I put in all the game thread commands (like cooking physics for requested patches) and run them based on some time threshold (e.g. max 20ms processing per frame). This keeps the game thread from being overwhelmed if too many physics collision requests come at the same time and they are spread across multiple frames


^ 40x40km

Hello Ali Akba,I have gotten a problem.I faked a sphere using 6 landscapes,with material that has world position offsets.But XY offsets seems to corrupt the collision,how can I solve it?

@knifere material world offset doesn’t affect the collision

So when can we buy this?

landscape component have an option ā€œBake Material World Position Offsetā€,But it cannot bake XY offsets……

Hey [MENTION=28980][/MENTION] - Got a bit of a suggestion -

Since people keep asking for a release date and when they can buy Landscape architect.
Just put up an road map of what needs to be done.

I would recommend to use Trello or hack’n plan. :slight_smile:

Just an Idea and cannot wait to see more. :slight_smile:

HeadClot

Yes Please do instead of keeping us all in the dark


Added terrain modification support exposed through blueprints.

The voxel terrain also supports tessellation for more detailed look. The snow rocks / shards are tessellated and offset from the material.

It also saves all the changes to the terrain in a compressed binary format

@HeadClot @jojo8026 I’ll share the road map soon

That terrain looks crazy awesome :smiley:

Thanks, it’s appreciated, several of us are keeping a close eye on this of course. :slight_smile:

This is absolutely gorgeous. Keep up the good work Ali! :slight_smile:

Thanks for the support :slight_smile:

Roadmap for Landscape Architect -> Trello

Hey [MENTION=28980][/MENTION] - Thanks for the road map.

Cannot wait to see this evolve :slight_smile:

Just saw this on youtube. Awesome work, puts my efforts to shame!

Anyone else thinking that maybe Epic should consider implementing this straight into the engine? So many people want all the features that are in this and it seems like it would really benefit them if this technology was just native to the engine.

subscribes to thread

@ Amazing work so far. Have you seen the work flow for editing landscape for D.R.O.N.E? I’ll post a link below. It has probably the best landscape workflow I seen out of any game. The stamp and paint ability allows for really quick blocking of the terrain system.

This is perfect and exactly what I have been looking for!!! Take my money!!

I will keep an eye out and start working on my other game systems since I was working on landscaping till NOW!!

Awesome work!!

This is a brilliant tool. Excellent work on this! :smiley: