[TECH DEMO] Zergification

[SIZE=5]Good news everybody![/SIZE]
In about a month I’m planing to put my project in the marketplace for free. At the moment I’m adding a little bit of extra content and polishing some minor features.

What I have at the moment:
• town data generation blueprint
• builder classes for the walls, roads, buildings, edges
• global system for micro variations
• variety of shaders that uses different techniques to create visual variation
• debugging tools (Lego like constructor that allows you to manually create generation data)
• 100+ modular meshes
• 30+ hand painted textures (including albedo, roughness, normal and various masks)

Now the question is what else I should put into the project before I upload it? Personally, I think that commenting more of my code would be nice. Also, some explanations for my naming conventions might be useful… name like B_2_1_E_1 is extremely informative… but only for me.

Looks super awesome! Can’t wait to get my hands on it and try it out for myself!

Very exciting project! Earlier I made a modular wall system, but your one is much better, the naming convention is really practical. For my RTS I want to make something similar, but on a pre-made landscape, where height is more problematic… What I miss here is how characters can walk up to defensive town walls, you could add stairs there, or use towers with inner stairs or ladders, if not already done. I found another project with procedural mesh based terrain generation, the 2 project could be merged somehow to provide full game nvironments. :slight_smile:

Cool but I think you can’t add on marketplace something for free so just post it on forum :cool:

You can add free stuff to the marketplace, but it will be in the Learn section of the launcher.

Hi, any news on this great project?

I like the animated gif break down of how you got about generating things… really helps wrap ones head around the basic logic of doing it

…just a side note for those who deal with procedural city generation: in the RTS game Empire Earth, for the wall construction, the pathfinder system is used. namely, they do a Dijktsra search to determine the walls surrounding all the buildings to be protected, which is a great idea and can be very useful in case of a couple of game genres…

@Vaidas Looks nice :slight_smile: Are you still working on this?

In the past few months I have graduated, changed country, started working in the new company and burned my computer (no data loss). I was not putting a lot of time in to this, eventually i’m planing to put it on the market place, but you guys are impatient, i can just drop it on the dropbox or Gdrive and share the link.

I just want to take this apart and learn. :slight_smile:

Wow, very impressive project. Great job. The verticality and the geometry of the plan of your procedural generated cities give a great impression of old aztec/inca city (I don’t know why but that reminds me that ^^). Really great job, and very well explained.

I would also very much like to look through this, even if it is not commented etc. Id like to add that this is one of the most interesting and inspiring projects I have seen on this board, very well done.

That would be super cool! And you could get some testers at least…

Would really love to take a look at it! You sharing this would be much appreciated.

PS: Add a donate button / link somewhere :wink:

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DOWNLOAD LINK

A lot of people asked me for this project, but I have never found time to prepare it for the marketplace. Because of that I have put it on the google drive and simply sharing the link. Some of the stuff in this project is a bit hacky, others unnecessarily complicated, this was an experiment and a learning experience for me. If you have any questions about something, just ask me.

Few important things to note:

This project is for educational purposes only, I don’t want someone adding a gun in there and selling it as an early access survival game. If you would like to use any of my tech or assets, please contact me.

This project uses Rama’s Victory plugin, it is included in the project files. I would like to thank Rama for making my life a lot easier.

I would also like to thank Jos Balcaen for creating Batch exporter for 3ds max. Thank you, you have literally saved me days of work.

This project was created in Unreal Engine version 4.9.2, I have not tested it in later versions and I cannot guarantee that it will work perfectly.

Quite awesome project, great to see it finally released as an education resource so people can see how it was made. Very cool! :slight_smile:

Thanks! (I will check with 4.13.1)