quick video showing planet rebasing I just got going on the weekend:
This a sneaky way of avoiding jittering problems that occur when you have very large numbers in the positions of your vertices (because they’re based on floats which can’t store large numbers accurately).
When you rebase like this, it means that all the verts with large position numbers are so far away you can’t see the jitter anyway
I had something similar working on my terrain gen when I was using UnrealLibNoise (sadly GPL).
I’m using FastNoise now which is MIT, but only put a very basic wrapper around it. Shouldn’t be a lot of work, might spur me on to finish ‘Unrealing’ it. All that needs doing really is:
Make the noise generator a UObject module (already done)
Create a blueprint ‘select’ module with three noise module inputs for blending.
Urm that’s about it actually. I should really crack on with it
That’s what I was getting at. If you want a nice node-based interface for artists/designers to customise the terrain, all you need to do is put a wrapper around your noise generator and a few simple blending functions and they can do it all in Blueprints
The way I had it setup, the noise modules are C++ UObjects. The terrain generation code (C++) takes a noise module reference as a parameter.
In the Blueprint you construct the noise modules, set parameters, combine them etc, and then pass the final module reference to the generator, and off it goes. You’re just using BP as the handy node-based configuration editor, all the code execution is C++.
Thats quite a number tho, if I look at curent game worlds that are not even that number in area, this is already huge enough for someone to spend days or even weeks just walking from one pole to the other. I like that.
But how would you make a planet like this then be populated with stuff… trees,plants,rocks,roads,towns and cities, vegetation and weather zones, mountains, caves, oceans, lakes, rivers… Would there be a way to somewhat procedurally generate those things? Like in minecraft. Are you planning on going down that route, or what is the aim of this project in the end?
You can see in the components list in the details panel it’s just a pawn with a camera boom and camera.
If I have “Use Pawn Control Rotation” checked, I can’t make the camera orbit around character third person style.
If I have “Use Pawn Control Rotation” UNchecked, then lean my whole character over to the side (like they were, you know, walking around a sphere with point gravity) the camera rolls wildly on the local Y axis…