World of voxibilities

I finally found a decent algorithm for creating a voxel world.   No it’s not Perlin- or simplex-based, just a plasma map.  It still needs work, of course, but running through it with a basic character does gives a sense of satisfaction.

A voxel world.Plasma map used in this world.

Voxel Test

My first post in two years. o.O

So I’m testing a bit of code I encountered regarding procedural meshes, creating shapes directly into UE4 by just loading cube geometry from this nice little voxel program called MagicaVoxel.

Result is satisfying with little or no optimization.  But the real sore thumb is the lighting.  Dynamic lighting in UE4 creates darker shadows  (Sky Light doesn’t help, but I believe the tool is geared towards static meshes, not dynamic ones).  So I’m using 2 directional lights, one with shadows, the other without to bury the darkness.  But when objects are getting other meshes’ shadows, the darkness returns.  And generally, not just because of using 2 lights, the overall colours are a bit bland compared to the original.

Still it’s “workable”,  it doesn’t stop me from pursuing other goals.  I’m going to test either Perlin noise or Simplex noise to generate random terrain.

Magica voxel original.

Test in UE4


When you’re bored …

Fork me on GitHub

… you code.

Enjoy your daily dose of Japanese news. 🙂

return top