THIS PROJECT IS NO LONGER MAINTAINED, AS AN ADVANCED VERSION IS CREATED SEPARATELY.
Content:
Voxel terrain generation heightmap-independent biomes(mountains, oceans, islands, swamp), rivers(short and long), surface overhang, foliages, heightmap-dependent biomes(grassland, desert, tundra)
Runtime effects Dynamic skybox with day/night cycle and weather effects
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The terrain generation system uses SimplexNoise2D, which is an enhanced version of perlin noise, to generate seamless and tileable terrain.
A piece of pseudo code for the dual-chunk generation class:
for(chunkWidth = 0; chunkWidth <= 5; chunkWidth++){
for(chunkHeight = 0; chunkHeight <= 5; chunkHeight++){
UWorldSetWorldLocation(VoxelWorldLoc.X, VoxelWorldLoc.Y, USimplexNoise::SimplexNoise2D(VoxelWorldLoc.X, VoxelWorldLoc.y));
}
}
Note: For bp-code branches, which will likely be added in the future, all C++ classes are exposed to child blueprints, allowing artists to customize the procedural terrain without writing a single line of code OR editing the parent blueprint.
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We have implemented: basic artificial intelligence units(templates for passive mobs);
biomes based on geographical factors that are illustrated in any whittaker diagram;
Procedural river generation
block placing & breaking( advanced manipulations like stretch and rotation included );
infinite terrain generation based on the concept of chunk( mineraft style );