Procedural Terrain
Experiment in C++
Current repo : github.com/nickworks/ProceduralTerrainUE4
What is it?
Perlin noise that is voxelized and cube-marched. Asynchronous mesh generation. A user interface for controlling the procedural generation.
What's the backstory?
November 2021
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.
December 2021
I converted terrain generation to be asynchronous, added actor-spawning and continued squashing bugs.
What did I contribute?
Who has worked on the project?
Myself so far