Oh i’m sorry, I never thought to check the thread if it wasn’t popped back up to the first page of the marketplace forums, I will subscribe to it so that I get updates.
Yes I have been doing a lot of work on it, I was contacted by someone outside of UE4 who was interested in migrating over using my plugin and have been getting feature wishes from him and using some of his assets to profile performance.
My main initial concern was to re-write hackish sections that I had left in as I was coding this just for my own light use into something more robust that wouldn’t require much effort to make use of.
I’m pretty sure that the only way to have a plugin package AT ALL at this point is to include the source (my Sessions plugin requires this). Regardless it is a plugin and just gets dropped into the project files and doesn’t require recompiling the engine itself.
I have recently decided to scrap marching cubes (I will update the OP), it has always been the inferior and bad looking version of DMC and DC and I don’t think that it is worth putting serious effort into. I may make a terrain editor that exports to landscapes using it but I decided that I do not want to put tons of effort into marching cubes that would be better spent on more elegant algorithms. Voxelfarms use of DC is so clean and nice that i’m not even sure that there is much use in re-implementing his fantastic work in that area since it is dated to come to UE4 soon anyway.
I apologize to anyone that was looking forward to Marching Cubes, however it just isn’t worth the time investment considering the lack of quality from it. I may consider it for the future with a completed cubic version but at that point I would have my compressed octree storage anyway and Dual Contouring would be the obvious choice instead.
I am banging out a list of TODO’s from a private Trello before putting anything up, currently improving the brush system so that the same brush can be used in editor and in game. Almost all of the main conversions I had planned for public use are already finished.
Here is a recent test of collisions while changing LODs though, also testing after decoupling creating the collision mesh from the main thread so that there are no FPS drops. When I get the brush system re-coded I’ll just release this demo? I’m just trying to bash out as much of the important stuff as possible right now.