⚡Today I did something I never did
🔨 Fixing my #1 mistake in life
🤐 I've never been the kind of guy to reach out to build connections
🚫 This time is over
🏆 I'm proud of what I'm creating
📨 Today I applied to @speedrun SR0003 for @Ardaria#buildinginpublic#gamedev
🌞 GM Ladies & Gents, not everyday is a victory...
📕 But as I #buildinpublic, I also share my struggles
🟦 Working with a voxel open world presents challenges
🤖 Procedural generation == real time aka computation by code
🔮 Must be predictable → the code must always produce the same exact result
🤩 VoxelPlugin works to display a planet in the screen by using different “level of details”
🔭 Far away → a low details 3d model is used
🎨 Close → The Planet surface becomes more detailed
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💥 Sampling the surface means "using collisions to find points on a 3D model"
💰 This process is expensive, approx 4 milliseconds, which is 1/4 of a frame at 60 FPS
🚫 Cannot do it all the time or the game is laggy
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💎 The solution is to SAVE / CACHE the results
⚠️ But...
🚫 Because Voxel planet updates -> you will have different points between sampling...
💨 A village vanishing when you approach it? Not super immersive
🧙♂️ Being sure of the correctness of the point is HARD 🧐 Because you NEED the highest level of detail
🤯 Therefore, today I struggled to find a good solution...
😉 But I have an idea, see you tomorrow !
#gamedev #indiegames #developer #SoftwareEngineering #UnrealEngine #procedural #voxel
🤩I reached my #buildinpublic goal for the day!
🌲Making good procedural environments for open world is about:
- How far you can see
- Fast to load
- High diversity
✅Check the boxes = immersive open world
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⏳Can now generate vegetation in less than 1mn, for 100 square km…
🐍 Sampling is done zone by zone, following a grid pattern around the player, like a snake
💫 The bigger the grid cell is, the less points we attribute to the cell
📊Performance is all about generating just enough data to make a cool world
😵 But not too much to not induce a lag spike
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#gamedev #indiegame #UnrealEngine
🏆A great day for survival games
📚Keywords: Unreal Engine Procedural Content Generation
📈I can generate thousands of square meters of vegetation super fast
🕘Tomorrow it’s optimization, on Twitch
📙I could write an article if you are interested in the technology
#gamedev #indiegames #screenshotsaturday #buildinginpublic
🔴 Today on stream we make forest for the voxel planet
🎯 I want to release an update before 1st April
📈 8 hours of stream, 13 subs, 2407 followers
🤜🤛 Thank you bros
#buildinpublic#gamedev#SoftwareEngineering
@GameDevMicah If I understand correctly, you are using static mesh actors for the physic simulation and then update every instanced mesh to render them?
No rendering for actors
No physic for ISM