A little update. Been working on other systems now, for a real time map grid generation (turned lame imo) with POI signatures, and vehicle physics on a planet. Well, the last one works just fine. Also tried to make some decent model, still early WIP.
@HeadClot To be honest - no idea. Still hitting over 80 FPS on each of my planets (IF they are not moving). I’m waiting for LOD, LOD dithering and other stuff, then this might give me a big performance boost. Or I need to learn how to actually use it properly
Most performance eats up grid creation, where I have to create an array of vectors for vertices, and the noise offsets, craters, gotta figure out how to do that on different thread, probably will hit C++ next week to see if I can manage.
The BIG problem I have now is, as you see the screen above, the mesh striping between water and terrain. It’s caused by the scene depth optimization. No idea how to get rid of it without heavy material ingeration and pixel offset changing.
Allright. As I can see there’s a different project doing exactly the same with BP. No reason to continue working on this kind of thing I guess. You can get a BP procedural planets free there, so I’m out with this one.
I mean, I done with BP only approach. Started to work with C++ this week so I can use different noise functions, and run generation process on different CPU thread.
What I have done so far:
Full C++ grid generation and Noise implementation for Fractal Value, Gradient, Cellular, Simplex.
Custom made (still WIP) normal calculation which is much faster than the one from Procedural Mesh.
Next step is moving all the functions to different CPU thread so there is absolutely no FPS drop during planet generation.
Basically, a segment of 256x256 poly is generated in about 800 ms.
Agree! This one looks more advanced too
Plus, there’s room for competition anyway.
If a dev retires their plugin is dead / frozen.
So we need more devs going head to head…
Or collaborating. Pool efforts / split rewards!
Yours is indeed far more advanced I’m just making a community one so people can take what I’ve done and improve it further, I’d buy yours in a heart beat if it was on the market place. Love your noise generation btw. I’ll probably stick to BP only, even though it’s slower, it gives something for beginners to look at and not be too overwhelmed by code.