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  • 1 год назадОпубликованоJB Briant | Ardaria

Procedural Planet in UE5 with VOXEL PLUGIN and PCG

When you start a new game you are transported to your spawn point, traveling a distance of 235 km at mach 31, previewing thousands of square kilometers of lands to explore and build on. You then arrive in the temperate forest, the first biome of the game. Each leave is animated, each blade of grass reacts to the wind for an ultimate immersion. --- This traveling is used as a loading screen, it allows the game to load both the terrain and the foliage while traveling to the surface. The game is made on Unreal Engine 5 and uses Voxel Plugin to generate the landscape. For the foliage, a custom background thread system manages how PCG Graph must be run with different levels of details. I started to work on it before Unreal 5.4 and the partitionned PCG Runtime system, also wanted to avoid using PCG data structures for saving/loading as they are UObject while I'm using structs instead. --- Today, I will work on the foliage loading as there is 2 more issues which are inducing lag spikes, which is unacceptable as I want to reach stable 60 FPS. --- Once the lag spike is solved, I will port the save system from the "Flat world" into the planet world (basically giving a chunk height and splitting the world into cubes of finite height). Then it will be time to adapt the current build system to the planet. The challenge lies into the fact that the "UP" direction is parallel to the gravity direction at a given point on the planet. --- Wishlist on steam Discord --- Dev by Jean-Baptiste Briant Music by Cato Hoeben Assets from various artists (packs and freelances)