I’ve been trying to figure out some alternatives to rendering a planet created with voxels (voxel plugin)
Because of the inevitable distortion at the poles the voxels would face, the building allignment, angular gravity, the highly-noticeable curvature, etc, I’ve concluded that a better method would be to render a cube instead of a sphere.
This requires a shader and I have barely touched the materials in ue5.
Another issue that is far far more complex is when the player reaches the edge of a cube, what happens?
The motive atm is how many people built No Mans Sky and Teardown; I haven’t built a large enough bridge in NMS to see the intensity of the planet rotation that has to be accompanied for.
As such, a form of ‘level streaming’(?) Would also have tl be implemented to somehow get the player back at the start so they can ‘wrap’ around but even thinking about that gives me a migraine.
I would imagine the planets are required to be massive, but spherical; another option is to fix the voxels… and well I dont really have a clue; I haven’t really hsd a chace to play with the VoxelGraph Planet as ue5 likes to crash with errors not even search engines can find.
- Sephira
(written on phone so syntax/format may be off)