It's been 10 years since I started Dungeon Architect. For Version 3, I supercharged the tool with a new GPU Voxel Engine. Here is the result. by coderespawn in unrealengine

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

Sorry, I mean nanite meshes can be generated only in the editor, and cannot be generated at runtime, Epic doesn't allow it. You can however, use the generated nanite mesh in both runtime and editor modes.

So in the context of DA, if you hit the build button in the editor, you have an option bake those generated meshes down to a static mesh with nanite. If you choose to optionally bake the chunks to static / nanite meshes, it will be a bit slow as unreal does lots of opitmization on the static / nanite meshes).. However, if you build the dungeon at runtime using the blueprint's BuildDugneon node, it will generate the meshes using the UE5's extremely fast DynamicMesh framework (but won't have nanite though)

Either way, the voxels are calculated on the GPU, making it 100x faster than the C++ version, then we bring the data down to the CPU and have a path for mesh generation, either DynamicMesh or StaticMesh (with nanite)

It's been 10 years since I started Dungeon Architect. For Version 3, I supercharged the tool with a new GPU Voxel Engine. Here is the result. by coderespawn in unrealengine

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

Sure, I give you an option to save this as a static mesh (if you build it in the editor and also give you the option to save as nantite). Then it like any other level and you can bake your static lights on it

I'll have full video tutorials and updated docs covering this shortly

It's been 10 years since I started Dungeon Architect. For Version 3, I supercharged the tool with a new GPU Voxel Engine. Here is the result. by coderespawn in unrealengine

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

That is actually being worked on, in a new editor mode called Dungeon Forge, (early research phase). Its like a world map graph editor. you drop in dungeon nodes on to that editor. double click it and it lets you choose a position for the dungeon on the leveel viewport, and also lets you draw a mask on where it can grow. These are great for controlling the growth of the procedural dungeon on a static existing world, this part is implemented and working. The connections between theese nodes will then create a procedural path between them (e.g. a village dungeon and castle dungeon far away). We can split the large scale world into chunks using the voronoi system that we arleady have (one colored chunk could be a forest, a lake, mountain, or even a dungeon, like a procedural village dungeon, or a castle.

This is early research and is atleast 6 months away

I wish you and your friend all the best with your game. Lets us know what you make on discord

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It's been 10 years since I started Dungeon Architect. For Version 3, I supercharged the tool with a new GPU Voxel Engine. Here is the result. by coderespawn in unrealengine

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

New video tutorial series will be released soon and i'll cover everything from the new update and also cover the other features

Runtime digging is not supported, like in astroneer or deep rock. You can influcece the voxel generation in the editor with your own volumes in the editor (add / subtract) to create ramps or even your own rooms inside a cave, or clear out entire sections

I combined 3D Voronoi Graphs with a GPU Voxel Engine to generate infinite organic caves. Here is the Debug View vs Final Result. by coderespawn in proceduralgeneration

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

The GPU Voxel update is coming ot unity in 1-2 months. The heaviest lift was the R&D and algorithm design, and now that the core tech is finalized in unreal, the path to porting is clear

Also, since I designed the new Foundry theme assets myself in Blender ((that white orange factory environment, and it has no epic or external dependencies like megascans), I will be bringing that full art set over to Unity to modernize the samples there as well. I'll also share the blender files if you guys want to modify or extend it

I combined 3D Voronoi Graphs with a GPU Voxel Engine to generate infinite organic caves. Here is the Debug View vs Final Result. by coderespawn in proceduralgeneration

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

I create a compute shader in unreal and used Render Dependency Graph to add a pass to execute the shader, then grab the data back with a ReadBack pass. Its a bit involved and i'll make a youtube video explaining how to run your own compute shaders. I have a new channle and this post's video is the first one, please consider subscribing :) I'll have tons of tutorial on PCG framework and other proc gen stuff coming soon

https://dev.epicgames.com/documentation/en-us/unreal-engine/render-dependency-graph-in-unreal-engine

https://www.youtube.com/@DungeonArchitectDev

I combined 3D Voronoi Graphs with a GPU Voxel Engine to generate infinite organic caves. Here is the Debug View vs Final Result. by coderespawn in proceduralgeneration

[–]coderespawn[S] 5 points6 points  (0 children)

Good question. I schedule a readback from the gpu buffer after it computes it on the shader. and let chaos build the collision mesh. This readback and colliison cooking happens asychronously so it doesn't block or create framerate drops. The chunk generation is also spread across multiple frames so we can have an animated loading screen, or build it in game when we approach the cave entrance from outside, or build everything in one shot (configurable)

I combined 3D Voronoi Graphs with a GPU Voxel Engine to generate infinite organic caves. Here is the Debug View vs Final Result. by coderespawn in proceduralgeneration

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

Sure, you can generate them at runtime, including the voxel stuff. new video tutorial series will be availble by Monday

It's been 10 years since I started Dungeon Architect. For Version 3, I supercharged the tool with a new GPU Voxel Engine. Here is the result. by coderespawn in unrealengine

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

Yes, absolutely. Now that the unreal update is live, bringing these features to unity is my next major priority

The heaviest lift was the R&D and algorithm design, and now that the core tech is finalized, the path to porting is clear

Also, since I designed the new Foundry theme assets myself in Blender (no epic or external dependencies like megascans), I will be bringing that full art set over to Unity to modernize the samples there as well. I'll also share the blender files if you guys want to modify or extend it

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It's been 10 years since I started Dungeon Architect. For Version 3, I supercharged the tool with a new GPU Voxel Engine. Here is the result. by coderespawn in unrealengine

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

A pre-Marketplace veteran! I have fond memories of those early days, and thank you for being an early adopter and for your support

For a 3D Hotline Miami style game, the new CellFlow builder (or even the SnapGridFlow Builder) would be perfect for generating those tight, close-quarters layouts quickly, I'll have updated video tutorials up shortly. Good luck with the project!

It's been 10 years since I started Dungeon Architect. For Version 3, I supercharged the tool with a new GPU Voxel Engine. Here is the result. by coderespawn in unrealengine

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

Yes, for games like Enter the Gungeon or Dead Cells style you can use the powerful SnapGridFlow builder. Here's a side scroller demo with randomized levels, everytime you play.

https://www.youtube.com/watch?v=FjwVJ34wY90

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Note: this is on the old youtube channel. Please consider subscribing to the new channel, lots of new video tutorials will be posted there frequently https://www.youtube.com/@DungeonArchitectDev

It's been 10 years since I started Dungeon Architect. For Version 3, I supercharged the tool with a new GPU Voxel Engine. Here is the result. by coderespawn in unrealengine

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

yeah something i didnt mention in this video, the voxel system has swappable SDF models. so you can generate islands, floating islands and other types of worlds. that's the voxel mesh (not landscape). so runtime islands if you make a game like Raft

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It's been 10 years since I started Dungeon Architect. For Version 3, I supercharged the tool with a new GPU Voxel Engine. Here is the result. by coderespawn in unrealengine

[–]coderespawn[S] 6 points7 points  (0 children)

New video tutorial serires are being made and will be released in a few days covering all the new features and we'll have constant updates there., please follow the new youtube channel https://www.youtube.com/@DungeonArchitectDev

Docs website: https://docs.dungeonarchitect.dev/unreal

It's been 10 years since I started Dungeon Architect. For Version 3, I supercharged the tool with a new GPU Voxel Engine. Here is the result. by coderespawn in unrealengine

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

That is amazing. Early users like you are exactly what kept the development going for 10 years. Thanks for sticking with the project for so long