Sunday, January 31, 2016

Another UE4 environment run video

Here is another video of Voxel Farm in UE4. This time we are lost somewhere in space:


This is using an Alien Biome we have available as an example. If curious, you can see how this terrain was built here. The biome and tutorial were created by one of our artists, Bohan Sun.

The biome is meant as an example. For this reason it is intentionally simple, but it holds pretty well for exploration as you can see in the video.

I took some time to create a blueprint for the little drone that lights the way for the character. I really enjoyed the experience. I wonder if we could write blueprints for real things, like asking your Roomba to fetch your slippers. There is some serious intelligence you could create with this system, once you have means to feed nav meshes and other actors into it, but I digress.

I hope you liked the video. More Unreal stuff coming later...

12 comments:

  1. hello, I have watched almost all of your videos , and I would like to know more about your voxel engine. I have one simple question for now and that is can your terrain map have a random map seed script?

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    1. Depends on your definition of "script". We do not use a scripting language, if you want a custom voxel layer (let's say you need a terrain/world that is shaped like a doughnut) you can extend the world using C++.

      The SDK includes two terrain components. One uses Wang tiling to have pseudo random features. The other allows you to get pseudo-randomness by mixing layers of terrain at different scales.

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    2. how did they do it in Starforge? that has infinite procedural terrain and used voxelfarm

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    3. Starforge used the Wang Tile version of the terrain.

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  2. Looks like your having some fun with ue4 there miguel,
    i really like how they setup licensing so pretty much everyone can play around with it and make mods.

    love the giant protruding spikes in this alien terrain that are kindof angled like something from crematoria and riddick, i was going to ask you to post something like that as it really shows off what kind of generation is possible in the engine.
    a few things i would like to see in videos to come
    more destruction! cause you know, explosions sell...
    but im sure everyone would like to see you blow some big holes in your terrains kicking up all kinds of dust and chunks of rocks that come flying down and change the terrain where they land.(not sure if youll ever do that)

    but seriously
    some more interaction between the character and the terrain, like kicking up dust or something at his feet, footprints? perhaps some free roaming parkour through voxel city? :P

    im sure you have seen the microsoft hololense video where they play some minecraft, when can we expect to be playing with voxel engine or your game if your still making it in such an environment? and would it come stock with motion tracking and guestures to sculpt the land? and build with?!!

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    1. Yes destruction video and code coming soon.

      About Hololens, legaly I cannot comment about the device, which you should understand as a good thing :)

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  3. This is amazing. What VF license do I need to mix VF and UE ?

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    1. Indie will do if you target Windows only. For Mac, iOS, Android you will need the Pro version.

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    2. I wish the Indie license had something like a month trial, so I can try it (if can do something with it), before giving away bunch of money... And anyway for indies it's pretty costly :/. Pay only on success (like ue4) would much cooler, so money does not stand in the way of creation :)

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    3. There is no trial but if you request a refund within 30 days you will get it, no questions asked.

      UE4 is quite mature and can afford their business model. Remember it became accessible only recenlty, it was prohibitibely priced for most of its life.

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    4. Sure. I'm just banging my head against the wall, because right now i cant afford it! :D

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  4. I was thinking about terrain generation and thought of Google Earth. They already have many areas mapped in 3D in what looks like 3-5 meters resolution. How difficult would it be to convert such a terrain to voxels? Would the number of unique textures be the main concern?

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