Randomly Generated Terrain?

Hey guys, just to get right to the point I’m pretty much brand new to UE4 and don’t have a system powerful enough to run it properly so I’ve taken it upon myself to learn as much as I can so when I AM able to finally use it I might have a leg up on the learning curve. An something I’ve been EXTREMELY curious of because I’ve yet to see it done how I envision. So here it is. I would like to know how, if possible, to create a totally round world that is randomly generated and (i think) Voxel based? Kind of like minecraft but more realistic textures and not square but smooth, and clean. Like if I were to dig a whole in real life. I ALSO would like to know if it’s possible to make a world that is entirely round and connected on each end. Like how every real planet is. If I walk in one direction long enough I’ll end up where I began. That’s the major questions I have. Any other tips or tricks would be appreciated. Thanks everyone.

Noob answering here so dont expect any facts :smiley:

I do believe this is possible, however I am not sure how. I could think of alternatives, basically generating a heightmap using sliders or settings the user makes, or having multiple heightmaps and then randomly choosing one. Those would be my first thoughts but there probably is a way for procedural random generation of terrain.

About the round world (basically realistic like our world) I would say use a modelling software and model a round mesh. Then create a system where the center point of gravity is in the middle of the mesh.

Those are only my theories (directly from my head) because I am also still learning :confused: Hope it helps a bit

That actually made me think about it a bit different, thanks man. I never thought of using a mesh instead of trying to generate a round structure in game.

A new, community-hosted Unreal Engine Wiki - Announcements and Releases - Unreal Engine Forums < some place to start. I’m a artist both mesh and environmental so I’ve done little in the way of programming so I can’t advise.

GL
nl

If you want to be doing minecraft style destruction and whatnot then yes, voxels are the way to go with that. There are some other plugins around here for doing point gravity so that you can do a fully round world pretty easily now. For that sure you can just do a single gigantic mesh and run around it, just dont expect any kind of destruction on it.

To make the world you envision, the entire thing cant be stored on drive and has to be dynamically and procedurally created at runtime.

The algorithms for that are way beyond my depth. And the bit of research ive turned out on the subject is either very vague or very general. Systems like this are obviously going to be very higly sought after and would therefore be closely guarded secrets of those with the technical capability to pull it off.

The only projects i know of that has a working prototype for such a thing is star citizen and infinity:battlescape. Neither of which run on unreal.

You have to really ask yourself, “does my game really need to have this?”