I want to port my voxel terrain engine from pure C++, Directx and OpenCL to an Unreal 4 Engine plugin, as I don’t want to reinvent the wheel again. Here is a video of my engine:
As my engine is based an volume data, rather than meshes, I would also like to modify the collision detection to react on the volume data, as this would likely be more efficient on a server, as the server wouldn’t have to convert the volume data to meshes first. I also want the plugin to be compatible with the replication system, as I implied before.
I’m really new to Unreal, so I would like to know what steps are involved to accomplish this task.
Thanks for that hint KlausT. I’ve read the code and tried to understand it, but it’s really hard to figure out what’s going on there. I think it’s harder to read code than to write it itself…
Another problem I see (maybe I totally overstated this one) is that my engine is relying heavily on an octree as a LOD system. So I would need to know where the camera position is.
Also every end-node in the octree needs to have a pointer to every adjacent node, as each node has to create a “bridging” mesh from itself to the adjacent one
(this system is in my own engine a bit buggy, as some holes remain in the meshes between these nodes).
I also have an offtopic question regarding networking. I have to know the answer, before I commit myself to UE4.
I have read that the networking doesn’t support server to server communication, so is it possible to create a plugin to replicate objects not only from server to client, but also from server to server?
If not, could one use UE4 as a pure render engine, so one could write the game logic seperated from UE4?