Community Driven voxel terrain engine(All New version)

Hello all this is the new and improved version of my voxel engine.

thanks for reading hope to hear from you guys and girls soon.

regards Dudster.
Feature Requests:
in Editor terrain creation of static size:Will do research into this .
in Editor editing of terrain:Working On it right now!
Level Of Detail system: being worked on .
Bugs Fixed:
Null reference exceptions relating to no grass or trees in the inspector .
Array length errors with regards to above and in regards to chunks array being to small etc.
Null reference exceptions when there is no windzone attached to terrain inspector ( now throws error saying there is no windzone detected will attempt to find one in the scene).
many other null reference exceptions fixed.

features:
set the terrain voxel size(min lod size) to a number from 1 to 9 in the inspector .
assign textures directly from the inspector (normal maps and textures ) up to 4 support currently.
runtime editing of terrain with saving and loading .
infinite in the x and z coordinates .
supports trees and grass on terrain using built in features.
weighting of grass on terrain, can set different weights for grass so some grass appears more on terrain then others , working on a feature where you can set different weights for different textures.

I’ve also fixed numerous bugs , although there’s still the occasional array length error , kinda hard to track this one down as i do all the necessary checks , but as far as i can tell the error is fixed .

Link to new version:
https://drive.google.com/file/d/0B3IMm5D_EAKOeDVWUml0RTJuZU0/view?usp=sharing

1 Like

Got a link to a git repo? I’ve done some infinite terrain stuff before, with the Unity terrain stuff. I’m curious to see what you’ve done.

hi thanks for your interest , id like to get more feedback from the community before sharing any files , ill be sure to send a link once ive got some interest .

its good to know theres some interest thanks , will keep you in mind if theres no more interest maybe we can work together to make something.

Seems interesting man. Keep at it. There is always room for improvement with the Unity terrain stuff.
Heck the day someone can make a REAL TUNNEL system with caves and CLIFFS. is the day the Terrain system has left the days of old tech to the future.

I understand the whole heightmap based terrain system. But somethings gotta give. ANd perhaps I might make a new terrain system now sense this lol.

But I’d be interested and following more in what you’re making!

Fair enough. Let me know when you are willing to share. I’m not interested in downloading files, that is typically a sign of an amateur project doomed to fail. But let me clone your repo and I might just send a couple of pull requests your way.

1 Like

fair enough @Kiwasi , i just haven’t got around to using all those features yet , ill get right on that though , @N1warhead_1 well my current system can make tunnels and caves and cliffs , any terrain you can think of even spherical terrains if you know the math for it you can use it in this system , its just not as optimized as id like and its a bit of a memory hog , but other then that it works fine so long as you dont mind the 1000 view distance limit , although if you would like to go higher like say 8000 then you need 8gb of ram for that distance the system can handle it easily so long as you have the memory for it.

Edit: Going to upload a video of the terrain in action so people can get a feel for how it runs

Oh nice.
Well, do like that one video game called Fuel did. It’s like a real life 900 square mile level.
In reality no computer on earth except maybe the NSA could handle that. So make it where users can create a terrain, do what they want to do with that terrain, then let them technically Prefab it, so it can be loaded and unloaded later at another time. That’s how Fuel did it. And it worked wonders.But it’s just making it all piece together that’s hard lol.

well this terrain doesnt do prefabs its all procedural(made on the fly) , and you could technically travel as far as you wanted , terrain in the distance is unloaded , and new terrains spawn in so its completly infinite , although ive only gone to about 15000 units from origin (the floating point inaccuracy was to bad to continue ) im sure you can go forever . but i like the idea of prefabbing it although its gonna be quite tricky.

That’s what I was trying to say, make the terrains a default size on creation, however. Make each terrain randomly generate a perlin noise to make whatever they want, but make it learn the outside area to match the vertices on the edges of other terrains, and to either make the mountain or make a dip and go down.

It would be tricky, but idk, seems even more than what I’d want to even try and make on my own.
But yeah, I even confused my self with what I just put above this, so I may be out there with what I said lol.

yeah no lol , i got what you were saying , this terrain does exactly that , its kinda like minecraft but smooth,

Yeah, the only reason I mentioned prefabbing it all, is because then it’s already procreated, meaning less calculations.
However, make it where there is an editor version and an in-game version.

The editor version will allow users to either create or generate terrains or both, make a save button, prefabs it into some folder, and allow the user to create/generate on the fly. Then have the in-game version that will place these terrains in the proper places, but have the only calculations messing with the outter edges to properly fit the surrounding terrains.

thats a good idea, like a non infinite one in editor and then an infinite one with noise , i already have saving to a file done so creating it in editor should be easy might need some help with it though as its quite a bit of work and im not very good with editor stuff but i can learn it ,

Yeap yeap non-infinite in editor, that way you can create the pieces or generate the pieces to your liking, then when it game, make it pick one at random as it comes time to create it, then just figure out how to make them match, that’s the hardest part. Don’t want a cliff that’s 600 meters high with a dip in the middle that goes back down to 0 lol.

well i wouldnt really pick one at random id probably load them in order so that they match doing it randomly would be difficult as like you say they wont quite line up right , but i like the idea ill start learning about editor code .
heres the video its very laggy (slow proccessor) .

Oh nice, looks good!

Maybe this can still be used for the top-most layer? Or maybe you can have several heightmaps and the one you use is based on your xyz position?

That is true.

@N1warhead_1 thanks it was really laggy but usually i get around 30fps.
heightmaps are good in a way , for normal terrains that dont need overhangs or caves , most fps games dont need stuff like that , but games are changing and so should terrains , voxel terrains are the future , its just most popular game engines havent been working on them , if they did it would be brilliant , even though unity terrain gets called bad and all that , its actually really good it uses virtually no memory and its highly optimized , if unity could create a voxel terrain imagine how nice itd be.

If you ask me, tunnels and stuff should be necessary, I can’t count how many times I’ve seen games with caves, cliffs, etc. I shouldn’t have to 3d model and hide vertices in the terrain to make a tunnel work… If you ask me, tunnels, etc are a very big thing for terrains. I’ve just never had the patients to make a new terrain system. Even though I know it would be worth it.

well lots of people have made some good terrain systems using voxel terrains like this one which is incredible http://forum.unity3d.com/threads/terrainengine-marching-cubes-infinite-procedural-smooth-terrain.174595/page-9#post-2297093 , but unity itself hasnt , its been suggested many times to add it in i think its on the wishlist , but i dont think itll happen anytime soon.