this is my first post, hopefully not the last!
I’ve been fiddling around with Unreal for almost an year now and I’ve been lurking the foruns, IRC, reddit, etc.
I’ve been working on a personal project Forsaken Void that we’ve started on Unity but then due to some limitations we switched to UE and so we had to start from the 0 (in terms of gameplay, implementation, etc)
Why am I creating this thread?
Well… I’m finally doing something that I’m beginning to be proud-of and by the title you’ve guessed it right!
It is a Poisson Disk sampling algorithm as seen on bl.ocks’s implementation and visualization.
Right now it is sampling points inside a 3D cube.
There are a few features that I would like to implement further down the road:
- Dimension Independent - Be able to sample over a 1D, 2D, 3D, 4D space
- Constraint checker - Defining some predefined areas that no points should exist
- Any shape, not only inside a box
This Poisson Sampler is Blueprint only! (at least for now) I’m trying to squeeze the most out of it in order to understand what it can or can’t do.
I’ve finished my first implementation but it was a brute-force implementation and now I’m implementing according to Bridson’s implementation.
My first approach was able to produce 10k samples in under 0.2 seconds, but there were some issues and so that benchmark might not be correct.
I’m using this sampler to create an asteroid field that seems overwhelmingly big and “somewhat” natural\uniform for the player.
With the output from the Poisson Sampling I’m using it to feed the static mesh creation, but right now I can only achieve the 10k instances only with the hierarchical instanced static mesh, with all that entails.
Using some of the tips found at Map Generator thread by Zeustiak I intend to have two sets of asteroids an hierachical instanciated and one of dynamic meshs.
What do you feel about this?
Anything I’m doing wrong?
Do you feel it will be used by the community?
Was it done already? (I didn’t found anything related to it, but sure there are some C++ implementations UE4-unrelated but that could be used nonetheless and I intend to use that as an benchmark)
As soon as I get to finish it I will post it into next post (a screenshot and\or the uasset) and eventually unto Git (right now it is on my private rep.) I hope to post it sometime around this weekend.
Hope to hear some critiques\feedback from you!
Here are the blueprint functions: