At least in some 2030, will we get an out-of-the-box solution for huge worlds?
Is something about this is planned?
Upd:
(Like combination of all 4 well-known solutions of this, like Unreal did)
(upd 2. changed to General, World-Building is probably more about existing things anyways)
With AI assist
(I would’ve said it did entire job, but it was acceptable only with voxel terrain, chunks, terrain tool, material assign.
Then after 2 days of beating it wrongly, I started doing direct architecture tips)
managed to make work voxel terrain + floating origin properly + not ruining FPS to hell with empty objects (it was idiotic but lower LoC).
The general plan is: (of my idea of rather Infinite Procedural World)
- FastNoiseLite Unity adapter: com.shniqq.fast-noise-lite (it’ll be Jordan Peck)
- (Easily AI gen’d parts with dumb requests, vaguely describing the end result, etc)
- Awaitables to make it compatible with Web + performant (AI handles but DS new chats lean to coroutines)
- AI gen’d custom char contr moving with lerps to exclude FloatingOrigin messing with it wrongly
- Store chunks in pure data
- Accumulate FloatingOrigin shifts (offset) in them
- Render, etc them to real GameObjects on demand (when close) in a pool (much < than Dictionary <Vector3Int, ChunkData> chunkDataMap)
Extra:
Then I (mostly AI) will need to restore (or do better) biomes, caves (because it got erased by copy-paste mania and was from AI and commited anyways) and my “genius” idea of smooth biome geometry transitions by just adding linear gradient on each side of a huge cell of a biome grid.
FloatingOrigin took as basis:
Old archived:
(P.S
Actually when using proper (at least robust in my current vision) ideas it is easier than though, just AI by itself is indeed very bad at working solutions in narrow topics. I would have programmed current 2000 LoC myself for 40 days at best, given that own inventory system with saves of 1000 LoC took 20 days.
Also “my” version kinda is 3/4 things of Huge worlds, except Double, though considering stuff around is close and other is pure data I.g, carefully, offset can be accumulated in Double (or even Decimal).
upd 3.
Okay, I remembered how annoying (but fast) it was to finish small game with 6000 LoC with current AI, it is only good as a starting point for any idea, but not polishing the product into a complete state,
quickly making own code ignoring quality as hard as possible sacrificing to speed of iteration is still better quality than AI does, it can’t keep up when connections get too complicated
(probably because under hood it is stupid predictor actually, even if context memory were infinite),
after 2000 LoC errors are way too often as its will to cut content, despite fixing bugs.
40 days it would have been if I was trying to Middle it.
(Sprints with AI is easier, can relax while it generates, but result feels more soulless, though for player “soulles” is more noticeable in using bunch of assets for the visuals, at the same time if own is worse general response is worse (okay this one is complete off-topic))
In case someone curious I’m AI fooling around 10 days (+3 if adding not related things, not all in a row).
I guess after restoring lost functional I should start doing refactors, fine-tuning myself, but given no one will play the game after a week, two, it doesn’t matter, ultimate goal is get things done.)
upd 4.
I forgot that I could’ve pasted every message the entire system to make output less error prone and feature lost.
