It’s MIT licensed, so it’s free for commercial use. I’m currently polling author whether he has some demo how it does look like in action. Though it’s a bit unfinished, for example it doesn’t have editor script to edit volumes in Unity directly. It has code to do so (NodeEditor.cs), but it lacks actual editor script.
Any takers who could help develop it further? IMO open-source voxel engine for Unity that isn’t Minecraftesque thing and is free for commercial use is needed as all such engines have obscene prices on asset store. Probably would do it myself, but the thing is I suck at coding anything that requires dynamic mesh generation and probably would break it beyond repair rather than contribute to the project.
Their tools are a widely known industry standard in game texturing. It’d be fair to say that most professional 3D game artists use either Quixel or Substance in their texturing workflow.
The name doesn’t matter, it can be changed if needed, let’s not derail the thread into copyright issues over a name.
What’s interesting is this open source initiative is quite cool. The author indicates there’s a problem with seams between lods, but this can be solved with overlap and fading out at the seams.
Yep. What I’d love to see is for it to be developed further either by original dev or someone who know this stuff and comes upon this thread.
What I’d like to see first is editor script so terrain using this engine can be sculpted using Unity Editor itself, especially since, if I read this code correctly, this engine isn’t pure Marching Cubes and allows for hard, sharp edges if needed (it is more akin to engines used in Blockscape or Landmark in this regard).
The project looks very good, I not work with Unity (Free) Terrains some time ago, I remember that need patch many terrains for obtain a bigger terrain and code many for that work as one Terrain Object, then this Terrain addon works better that Unity Free Terrains? thanks.
hi im currently developing this engine,ive got a bit of a problem with creating the terrain and adding mesh colliders,it causes stuterring when loading new chunks so far as ive read its mesh collider creation thats slowing things down,i see the creator of the engine created another thread for this operation it seems to have helped but it still sputters,
anybody have any ideas for improving performance.
also side not ive developed a script for adding trees and grass to mesh though performance does suffer due to rendering, if someone has ideas for that to would be awesome.
Yeah, but dev seems to not have time to work on it. Too bad I don’t know how to code voxels (I couldn’t even code simplest mineclone to save my hide), I would certainly contribute. And if someone here knows how to code voxels and has free time, please considering contributing code.
As I’ve said before, the most important thing it needs is to make Editor script so you can edit voxel volumes inside Unity directly. And perhaps optimalization to NodeEditor class, of which I can’t really judge performance, but since author himself says it’s suboptimal, I’m willing to agree as he knows his own code best.
Note that despite name of that class, NodeEditor has nothing to do with editing voxels within Unity, it only allows for editing volume and doesn’t contain actual editing tools such as support for digging/sculpting.