The only thing that kills it for me is the recurring $19 a month.
I hate per-month fees, double or triple the initial cost and it’s cool, but per-month fees are gross.
If it worked like the model UE4 used to have then that’d be awesome, where you pay a set amount each month for the initial license and then updates and if you don’t want updates then you don’t have to pay more than initial cost. Unfortunately, I don’t think that would happen
Well it would certainly be awesome, but I’m not sure how it would work for VoxelFarm =p
It could very well be that I do not have it set up properly. It has been a pretty big “code dig” trying to figure everything out. Mix that in with my lack of time and I can guarantee I am missing some sort of LOD setting.
Basically chunk streaming …and balance that with camera LOD, camera distance …basically the goal would be getting everything to load up just before it came into camera range…without it bogging down the system, glitching or other odd things…
$300 with a recurring fee… No thanks.
Get rid of major revision updates and the fee, and I would think about it.
I’m not going to lie. I followed Miguel’s Blog for quite a long time. He has even hopped into r/VoxelGameDev to answer peoples questions. He has done a lot for the Voxel community. I bought VoxelFarm because, damnit I wanted it so bad, but also as a thank you to Miguel for showing me the rabbit hole that is Dual Contouring. I also intend to purchase the PolyVox plugin when it becomes available. I like to support cool tech and people that give back to the gamedev community. The Williams brothers are a shining example of this.
Make it free and the voxelfarm gets 25% of our profits from games made using the voxelfarm and unreal engine 4. seems fair, if not give them the same percentage of profits that unreal engine, asks for.
What is the status on having a plug-in made for UE4 for Voxel Farm? Anyone have any tips on integration with UE4 right now (estimate of number of man-hours required)?
Am seriously looking into using Voxel Farm. Does anybody have experience with their FBX exporting (supposedly you can select and export voxels as an FBX model?) and whether the materials/textures translate well into UE4 and UE4’s lighting system?
From what I have been told there is no UE4 integration out of the box ATM.
I am honestly not sure about the VoxelFarm FBX to Unreal 4 ATM but I will give it a try
Thanks very much HC.
I’ll be really interested to hear how their FBX export translates into the UE4 engine. If it’s fine with reasonably simplistic shapes/models, and UE4’s lighting system makes them look fine with none of the usual texturing issues, then I’ll be signing up with Voxel Farm right away!
Looking at this diagram from the documentation:
It looks like we call a function on a Generator to get meshes data from voxels. My questions is whether this is a synchronous process or does this run on a background thread and leave previously generated data intact? We are just concerned about the potential performance hits that may be incurred.
but voxel farm is expensive for me as , i am from egypt that it will cost 3717 LE . so that’s horrible for me . i hope that they make it like unreal engine 4 for free .