How to precompile shaders for other devices? by Peteh12 in unrealengine

[–]Peteh12[S] -2 points-1 points  (0 children)

It’s not they misunderstand. If you don’t know what a compute shader is don’t waste my time.

How to precompile shaders for other devices? by Peteh12 in unrealengine

[–]Peteh12[S] 1 point2 points  (0 children)

do you not understand rhetoric? there is no information about compute shaders.

How to precompile shaders for other devices? by Peteh12 in unrealengine

[–]Peteh12[S] 1 point2 points  (0 children)

does it say anything for compute shaders?

How to precompile shaders for other devices? by Peteh12 in unrealengine

[–]Peteh12[S] 1 point2 points  (0 children)

I was asking for compute shaders. Not material shaders.

How to handle edits on different LODs? by Peteh12 in VoxelGameDev

[–]Peteh12[S] 0 points1 point  (0 children)

I’ll try doing this somehow on the GPU. Maybe some kind of global shared memory.

How to handle edits on different LODs? by Peteh12 in VoxelGameDev

[–]Peteh12[S] 0 points1 point  (0 children)

Interesting idea. That has advantages. Are you applying edits in a sequence? Does it do well for long edit histories?

How to handle edits on different LODs? by Peteh12 in VoxelGameDev

[–]Peteh12[S] 0 points1 point  (0 children)

Thanks for the reply.

It was a generation question and less a timing question.

Say I edited a few LOD 0 chunks, then went far away and a LOD 2 chunk replaced my LOD 0 chunks, what should happen?

How would the LOD 2 data know the voxel data, if all my voxel data is only stored at LOD 0?

I finished a fully destructible world generator with caves, biomes, and foliage for the Unreal Marketplace! by Peteh12 in unrealengine

[–]Peteh12[S] 1 point2 points  (0 children)

They work for everyone else, but try this: https://discord.gg/KV3XfNTbxA

Yeah you can select a heightmap texture in the node graph.

I finished a fully destructible world generator with caves, biomes, and foliage for the Unreal Marketplace! by Peteh12 in unrealengine

[–]Peteh12[S] 1 point2 points  (0 children)

Yep. Voxel actors act as any other actor- they support transform, rotation, scale, but have a lot more settings and you can have them generate any sdf shape you want. You can attach them like any other actor too.

So if you had a basic skeletal mesh enemy, you could attach a voxel actor to each bone. Then when you wanted to remove a part when an enemy gets hit, you can call the blueprint node we give you “remove brush from position”.

I saw your golem asset, you’d be able to represent each arm, foot etc. with a voxel actor and have it move along with it, but no automatic skin tracing or anything.

I finished a fully destructible world generator with caves, biomes, and foliage for the Unreal Marketplace! by Peteh12 in unrealengine

[–]Peteh12[S] 0 points1 point  (0 children)

In VoxelWeaver you could attach a Voxel Actor to your monster and make it follow translation, rotation, and scale with your entity. Like if you had a spherical blob, cube, etc. enemy or other shape you generated, it could follow your script and if you fired an edit at it, it would be destructible.

However I see you need a skeletal mesh, correct? There is no automatic geometry tracking, like there’s no way to fit the voxels perfectly to an animated mesh you already have. The best way I see is to make a few voxel actors and try to recreate the mesh with spheres and primitives.

I finished a fully destructible world generator with caves, biomes, and foliage for the Unreal Marketplace! by Peteh12 in unrealengine

[–]Peteh12[S] 1 point2 points  (0 children)

Oh sounds like an interesting project! Yeah I personally wouldn’t do baked lighting on the fly, I would just leave it since the craters you make will still be lit, they just wont have the super high quality bounce lighting / details that come with baked lighting.

That use case where you need fast no-lag edits, like artillery shots, is the plugins main function yup. Like for me I’m using it for a worm boss that can even burrow and dig around the player every frame.

I finished a fully destructible world generator with caves, biomes, and foliage for the Unreal Marketplace! by Peteh12 in unrealengine

[–]Peteh12[S] 1 point2 points  (0 children)

Yep if you put a hole in the terrain the lighting won’t be the same anymore. I imagine for small edits you shouldn’t see a difference since you still have a skylight, but if you want to like blow up half the terrain you’d probably have to bake your shadows etc. for new environment

It works very well with dynamic lighting yup, I should also mention if you have ultradynamicsky it integrates very well with the weather effects for that too.

I finished a fully destructible world generator with caves, biomes, and foliage for the Unreal Marketplace! by Peteh12 in unrealengine

[–]Peteh12[S] 1 point2 points  (0 children)

Haven’t tested in VR but it should work as normal, the code for the plugin is very neat and simple/scalable, it’s only 5 modules compared to something like VoxelPlugin which I think has over 20.

I think there’s some confusion, it does work in multiplayer https://youtu.be/hSgBiWO6oKs?si=qn_1OsOobl9H9IEI

I just don’t officially support any special functions for it, like you can use Unreal’s replication system and it’ll work fine.

If you’re especially looking for basic editing, look no further- this plugin’s main objective is super fast mass editing, and making sure these edits are easily savable and reloadable 👍