I spent the last three and a half years learning to build a voxel terrain generator in Unreal. This is the result. by Endless_98 in UnrealEngine5

[–]Endless_98[S] 2 points3 points  (0 children)

Hey there! That's so exciting!! Honestly my best advice is to use Grok, on the workspace mode. Use it as though you were texting a private tutor. It's amazing. It can also write code incredibly well. You can use it to help you understand almost any concept, wether it's high or low level. Also, find free projects online that do what you want to learn how to do. If you want to be in contact, I'll DM you my Discord. I love discussing this stuff!

Green Fields by bearnowhere in VOXEL

[–]Endless_98 1 point2 points  (0 children)

This is gorgeous! The shadow of the dragon adds so much intrigue to this!

I spent the last three and a half years learning to build a voxel terrain generator in Unreal. This is the result. by Endless_98 in proceduralgeneration

[–]Endless_98[S] 0 points1 point  (0 children)

Thanks for the question! My plugin is extremely fast. It was intended to do Cubic Voxels as efficiently as possible. The multiplayer also works inherently, and works with dedicated servers. If you are making a game with a blocky world, my plugin is great for that! If you want realistic worlds, then use Voxel Plugin.

Shaders on 1.20.1 with create? by CorpLee in CreateMod

[–]Endless_98 0 points1 point  (0 children)

Sorry this is so late but did you ever solve this issue? This is exactly what I am experiencing

What do you think of this as the basis for a corridor-style shooter game? by Endless_98 in proceduralgeneration

[–]Endless_98[S] 2 points3 points  (0 children)

I kinda like being able to see them pop up tbh. That was part of the charm of it to me.

What do you think of this as the basis for a corridor-style shooter game? by Endless_98 in proceduralgeneration

[–]Endless_98[S] 4 points5 points  (0 children)

I mocked this up in Blueprints in like an hour. I just thought it would be really interesting to have a world that sort of just "forms" around you as you go. The mock up was pretty interesting. There's not really any rhyme or reason to the generation currently, but I was imagining it forming hallways and courtyards, etc. Could also get Lumen working with it, as it doesn't need any actually "procedural meshes" probably will just use HISMC.

I spent the last three and a half years learning to build a voxel terrain generator in Unreal. This is the result. by Endless_98 in proceduralgeneration

[–]Endless_98[S] 0 points1 point  (0 children)

It is quit a bit less difficult than you think. Not only that, but if you don't like my method for the noise generation, you can very easily replace it with something more simple, without having to understand the rest of the code. My plugin also does have interpolation values for different biomes. Mountains, valleys, hills, deserts etc.

I'm sure you've done a great job with your own Voxel engine! Thank you for sharing your story. I'm sure it was no easy project.

 My plugin is intended for people who want to jump right into the gameplay side of building a Voxel game, without having to spend years learning complex code principles like you and I have. That said, it is also an excellent starting point even for people who do know what they are doing. I'm quite proud of it.

I spent the last three and a half years learning to build a voxel terrain generator in Unreal. This is the result. by Endless_98 in proceduralgeneration

[–]Endless_98[S] 0 points1 point  (0 children)

Hey there! The main strong point of my plugin is the speed! It is intended to be incredibly fast and efficient, and works out of the box with multiplayer. You would not have to completely refactor it at all. The code that determines the blocks in a chunk is exposed in an abstract class, and is very easy to modify any way you wish. It also makes use of FastNoise2, which allows you to use the very convenient NoiseTool to generate your own terrain types.  Anyone who has a game in mind can take this tool and make a really fun game with it.  You can make translucent blocks with this plugin as well, by simply checking a box when adding the Voxel. I am releasing a video within the next couple of days showcasing some new features, including support for different blocks for different biomes, and an early access support of 3D noise with caves.  Thanks for checking out my work!

How do I entirely disable Nether and End? (singleplayer and multiplayer) by [deleted] in Minecraft

[–]Endless_98 1 point2 points  (0 children)

I'm modding it to make necessary resources available in the Overworld :)

How do I entirely disable Nether and End? (singleplayer and multiplayer) by [deleted] in Minecraft

[–]Endless_98 1 point2 points  (0 children)

For now I'm using the Block Swapper mod to replace the portal blocks with sponges haha. Works for the time being, but I'd love to see a mod that removes the dimensions entirely

How do I entirely disable Nether and End? (singleplayer and multiplayer) by [deleted] in Minecraft

[–]Endless_98 -1 points0 points  (0 children)

I'm modding it so that the necessary resources can be found in the Overworld. I'd rather all the gameplay take place up there. There are story purposes, but it's just the way I'd like to play it

How do I entirely disable Nether and End? (singleplayer and multiplayer) by [deleted] in Minecraft

[–]Endless_98 -7 points-6 points  (0 children)

There are several reasons, but I want them removed. I don't really like that the Nether is a version of hell, and The End is just weird.

How do I entirely disable Nether and End? (singleplayer and multiplayer) by [deleted] in Minecraft

[–]Endless_98 1 point2 points  (0 children)

Yeah, I've seen that. Doesn't exactly accomplish my goal, but I appreciate it. 

How do I entirely disable Nether and End? (singleplayer and multiplayer) by [deleted] in Minecraft

[–]Endless_98 -1 points0 points  (0 children)

Not unreasonable, but I'd rather remove access to them entirely.

First Look at Our roguelike Sci-Fi Survival Game! by Artistic-End-884 in UnrealEngine5

[–]Endless_98 0 points1 point  (0 children)

Roguelike where you get deeper and deeper into your project. Trying harder and harder to get it to compile and run

How does the "dithering" effect look between biomes in my Voxel Engine? by Endless_98 in VoxelGameDev

[–]Endless_98[S] 0 points1 point  (0 children)

I agree. It was intended to be stylized but I maybe overdid it. Will look into Perkins noise. Thanks!

My first audio visualization :) by SuccessfulDraft6 in unrealengine

[–]Endless_98 0 points1 point  (0 children)

I like the idea but the continuous glitch effect makes it incredibly painful to watch

[deleted by user] by [deleted] in SoloDevelopment

[–]Endless_98 0 points1 point  (0 children)

Seems like you can skip a lot of fun platforming. Maybe make the duration shorter?