Experiment in C++
What is it?
What's the backstory?
For my first Unreal C++ project I wanted to explore procedural meshes in Unreal. After getting the UProceduralMeshComponent working, I ported-over from C# a noise-generation system and cube-marching algorithm from an earlier project, Voxel Ocean. Next came an in-game user interface for controlling the generation algorithm.
I converted terrain generation to be asynchronous, added actor-spawning and continued squashing bugs.