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Simple Procedural Planets - BP only.

Long story xD and no, I’m not in a triple A studio, just starting in an small indie studio with a little sponsoring.

Long story short.

Started coding with the first Unreal script back in 2000. But I do graphics mostly, animations and shades for Unreal. Been teaching English for 10 years cause that was the only thing I could do pretty well. Failed my maths and physics maturity test lol so couldn’t study computer technology or programming.

Well, yeah.

Well if it makes you feel any better, I have that sort of background…
Yet no idea where to begin on something like this, so kudos again! :slight_smile:

Ha, a little update. Now, after a planet is generated you can save it in your map in PlanetData variables, it’s not a mesh but only mesh data which is regenerated in just few seconds after the game starts. So, I can stream it now! No need for savegames to store planet data!

Got to admit this is a super cool update :slight_smile:

Right now checking how vehicle physics work with planets.

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Not that bad. This planet has 204800 cm radius but mu pawn and my rover are half the real size. So it gives like 21.100.000 km^2 in game if my calculations are right, but I’m really bad at maths. :stuck_out_tongue:
Gonna post video later when other things are finished.

Or maybe a playable build?

Wow dude, this is awesome. Fantastic work so far, looking really impressive especially with the included atmosphere effects now. You could easily make this into a sweet procedurally generated game. Also should say reminds me a bit of Astroneer. Good work and good luck!!

Astroneer is a cute looking game… Low poly Space Engineers meets Kerbal SP…???

         @Z-enzyme

Entirely unselfishly I say, why not give away this procedural tool to the community for free (PR) :stuck_out_tongue:
More seriously, why not team up with a procedural foliage project to help populate the planets?

Problem is - the generation time. These planets are not generated in real time, and the generation takes ages. So, for now it’ll stay like this.
To team up, well, will think about it. Thanks.

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.

Looks super cool Z :slight_smile:

(p.s. you drive like me)

Very nice man. Keep it up!!!

Quick update.
Using Runtime Mesh Component now, got 3 more shaders done for planets - moons and flat shading.

Here’s a screenie.

This looks really cool keep up the awesome work :smiley:

This is awesome. I’d probably buy this if it was on the marketplace in some form

Yep same here.
@Z-enzyme - Since you switched over to the Run time mesh component how has performance been?

@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 :stuck_out_tongue:

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.

This looks awesome! I cant wait to see how far you go with this. Hopefully with the release of no mans sky, that that doesnt slow you down on this haha

Hah, naah, not really, I’m not a release buyer, I’m probably going to wait like a week or two for some user reviews. Then my existence will turned to three activities. Sleep, Eat, Play NMS.

In that case…

I was the one who paid $1300 for NMS <cough> and can confirm its really bad.
So I guess that leaves more time for developing your own project instead then :stuck_out_tongue:

You would have an instant buy from me.