Terrain Engine - Simply efficient and detailed voxel world generator

Hello World!

Junglee Games is excited to announce that we are opening a new community and have purchased the rights to officially sell the massive toolset known as the Terrain Engine. All the info about it can be found at www.terrainengine.io

The terrain engine’s development has been led by “Dyox” who has spent several years developing a highly efficient terrain engine system, which can generate massively detailed worlds and soon to come universes!

First and foremost – the current state of the Terrain Engine is not as user friendly as we’d like it to be. The engine itself takes time to learn with the current limited documentation. When we started using the Terrain Engine, we saw this as an opportunity to improve the product not only with building more epic features, but with more usability and flexibility so that anyone from an artist or beginner developer can enjoy the power of this amazing tool.

Secondly – we want to make this tool easier to buy! We are providing paypal and credit card options to purchase the Terrain Engine for the first time! This will provide access to our secure downloads section where you can get the terrain engine instantly!

Today – we are creating thorough documentation and building a support system via Github to build a community of developers to work with each other on this amazing tool. Pull requests will be welcomed and you can show off your progress in slack.

We hope you all are excited about the above as I am, but the major question lies about pricing and when can you get this bad boy?

RELEASE DATE
Source Access: October 1st, 2016
Closed Source: November 1st, 2016

If you want access to the undocumented Source Access version today – you can contact us we’ll provide it to you TODAY once you preorder here.

PRICING SCHEDULE
September 2016

Source Access – Preorder Special Package (Receive Source Code October 1st 2016)

Revenue Capacity: Unlimited (Pre-order special!)
Support+Updates: Lifetime (Pre-order special!)
Source Code + Github Access: YES
Price: $3,999.99 (60% off Pre-order special!)

Closed Source – Preorder Special Package (Receive Source Code October 1st 2016)

Revenue Capacity: Unlimited (Pre-order special!)
Support+Updates: Lifetime (Pre-order special!)
Source Code + Github Access: NO
Price: $99.99 (80% off Pre-order special!)

October 2016
Indie Pricing
Revenue Capacity: Company maximum 200K USD gross revenue per year
Support & Updates: 1 year
Source Code + Github Access: YES
All Features: YES
Price: $4,999.99 USD

Enterprise Pricing
Revenue Capacity: Unlimited
Support & Updates: 1 year
Source Code + Github Access: YES
All Features: YES
Price: $9,999.99 USD

Support+Updates Annual Renewal
$999.99

Lifetime Support+Updates Package
$2999.99

November 2016 (In addition to October 2016 pricing)
Indie Closed Source Pricing (Available on Asset Store and Website)
Revenue Capacity: Company maximum 200K USD gross revenue per year
Support & Updates: Unlimited
Source Code + Github Access: NO
All Features: NO
Price: $199.99

Enterprise Closed Source Pricing (Available on Asset Store and Website)
Revenue Capacity: Unlimited
Support & Updates: Unlimited
Source Code + Github Access: NO
All Features: NO
Price: $499.99

Feature Addons (Range from $25-$200 each)
Liquid Physics
Multiplayer Server
Universe Generator
AI Manager
Construction Kit (Build Houses!)
And More

Minimum System Requirements for your games
Mac with OpenGL 4.1 or higher – Nvidia GTX 500 series or higher
Windows 7 with DirectX 10 or higher – Nvidia GTX 500 series or higher
4GB Ram or higher
Intel i3 processor or higher

Features

View the history of development here.

Showcase videos can be found here.

  • Various Terrain Generation Algorithms

  • Marching Cubes

  • Terrain Octree based LOD

  • Hexagonal

  • Cubic (Like Minecraft)

  • 2D Tiles (Like Terraria)

  • Surface Nets

  • Multithreaded

  • Terrain Configuration System

  • Grass custom LOD with multithreaded batching

  • Trees custom LOD with multithreaded batching

  • Ground Objects - Configurable environments (ground, cave ceiling, underwater, and much more!)

  • Game Objects

  • Details - Rocks, plants, roots, etc

  • Unity Terrain Converter

  • Easy to auto generate terrain and then paint on top of it!

  • Compressed Zlib saved terrain files

  • Automatically generate terrain via seed

  • Dynamic Terrain Optimization

  • Custom Libnoise Framework

  • Create biomes for different types of generated configurations based on the terrain

  • Generate Caves

  • Volcanoes

  • Islands

  • Rivers and Waterfalls

  • Canyons

  • Shaders

  • Custom DX11 Shaders for Windows machine performance

  • Custom Tri Plainer shaders

  • Works with Mac Open GL 4.1!

  • Demo Scenes

  • 10 Demo scenes with examples of how to build amazing dynamically generated terrain

Closed Source Add-ons

Addons are features that are not terrain engine infinite world generation specific. Due to how large the terrain engine feature set is and how many years have been put into the tool - we’ve broken down the features into parts so that people can buy multiple add-ons to buy what they need to build their game.

The closed source version of the game will include all features related to 2D and 3D voxel infinite world biome generation as described under the features section above.

If you purchase Source Access, you will have access to all add-ons by default! As long as your support package is still active.

Add-ons List:

  • Construction Kit ($50)

  • Build houses from scratch!

  • Voxel Physics ($25)

  • Destroy and cut off a voxel object, it falls instantly!

  • Pathfinding ($25)

  • Create robust AI that works with terrain

  • Fluids ($25)

  • Real time fluids that react to voxel changes in the ground

  • Multiplayer server ($25)

  • Synchronize players and host your own server!

  • Universe Generator ($200)

  • Generate solar systems, planets, astroid belts and more - just like No Man’s Sky - but much more level of detail and runs well on GTX 500 series or higher machines.

Support

We are setting up an automated way for people who purchase both closed source and source access to automatically get access to the github repositories of the projects. This will allow you to (1) Submit bugs and suggestions (2) Access the documentation wiki and (3) Have access to stable/beta/alpha tracks of all tools/addons/engines we create. This will be done through our website by applying your Unity Receipt to get access to the private github repro!

If you have any questions, feel free to reach out to us on the Contact Us page or in Slack.

We’re sincerely looking forward to working with you all on building this amazing tool!

4 Likes

At last ! This has been such a long time coming I had just about given up on TerrainEngine. Looking forward to seeing how this works out.

As someone who’s owned Dyox’s TerrainEngine since about August of 2013, and request the latest code every so often, I assume this doesn’t impact me in any way?

I also own Dyox’s TerrainEngine and would like to know how this impacts me.

@Zoey_O + @kenlem - This will not effect your current contracts with Dyox. Support directly from Dyox will continue as always.

You guys are welcome to join the community we are building around the tool. We’d love to hear your suggestions and feedback as we are working along side with Dyox in improving the Terrain Engine in the many fun years to come.

  1. You must get dyox to post in this thread.
  2. Even if you are distributing it and making it more user friendly, you will still be incorporating dyox updates, right?
  3. Change ‘Open Source’ to ‘Source Code Access’ and maybe ‘Closed Source’ to ‘No Source Code Access’. They are two different things.

This is exciting :smile:

With regards to the About Us part of the website:

“We’re proud to announce that we’ve officially bought the intellectual property of the Terrain Engine from “Dyox” also known as “MrMarchingCubes” which gives us the rights to sell the terrain engine as we continue to enhance it with him.”

I’m just curious if I will continue to be able to request the latest version of the code, or if there is going to be a final version that I get the source code to and have to buy a new license from Junglee Games.

Thanks!

Does that mean we get source code access?

Hello.
I continue to work on terrainengine and all current TE users will continue to receive updates and support. Current contracts doesn’t change.

Now Junglee games can sell terrainengine source code, manage the community and support.

This will allow me to be focused only on the code and provide new systems faster.
Junglee games team will manage all new contracts, support,website,forum, community and updates to their customers

I’m in relation with the team, I understood the unity community about TE lack of community and price/paiement options.
This new system will be better for everyone.

I will keep updated my main post, and Junglee games TerrainEngine.io

3 Likes

We are also Terrain Engine customers with a live game on Steam that uses Terrain Engine.

Welcome! It’s exciting to see a company take over the product who might be able to take it to new places. Dyox has been a great developer but in the past didn’t have much experience in regards to business and customer service and how they should be run. Letting him just focus on development should be great for the Dev schedule, and having you guys help with the business and support side should really improve things as well. We certainly would like to join the community since we have been using the engine for over 2 years and had to learn much of it the hard way (I and my devs are still trying to figure stuff out on a regular basis as well heh). Regardless, welcome and good luck with the new project!

  1. Done
  2. Yes - definitely!
  3. Thanks and correct! We’ll update this soon, much appreciated. :).

Right now we’re still deciding how we will handle old client with “unlimited updates”. As we’ve purchased the IP, not the company itself, we did not get any revenue from previous purchases. Right now the current idea is to setup a special support plan for old customers who’d like support from our website. The benefits of this would be:

  1. Any custom modules we make on top of the engine which will be accessible (New UI/UX for generating the world, Full docs, etc.)
  2. Access to Alpha/Beta/Stable branches via private github repro
  3. Access to submit support tickets for bugs + suggestions via private github issue system.
  4. We’ll accept pull requests from the community we build around TE.

Would love your thoughts on the above? We’re looking at pricing conversion for lifetime support for old customers for $200 (Which new users will be paying an additional 3K USD for lifetime support on our platform)

You will always get the latest version of the code via Dyox. Although all custom modules / docs / issue ticket system / community pull requests as mentioned above will be private on our repro will not be available from Dyox. In the next few weeks we’ll have 2 dedicated engineers working on improving the engine in general on top of what Dyox provides to his current client base. This will cost us - which is why we’re thinking of some kind of discounted support from Junglee for $200 versus the $3K lifetime support we will providing for new contracts.

Welcome to the thread! Agreed and agreed - took a look at your game a couple years ago, definitely some awesome progress! We’re determined to excel as support/marketing/biz on top of providing dedicated support engineers to help make this tool greater! Looking forward to your feedback and continued support.

Great news, but I am a little confused how the add-ons work. If I buy the September 2016 Closed Source edition, does it come with add-ons since it says it has Lifetime updates?

Thanks for your question.

The closed source addition will give you all the features listed in this thread and shared on the original terrain engine post excluding the features listed in add-ons:

  • Construction Kit

  • Build houses from scratch!

  • Voxel Physics

  • Destroy and cut off a voxel object, it falls instantly!

  • Pathfinding

  • Create robust AI that works with terrain

  • Fluids

  • Real time fluids that react to voxel changes in the ground

  • Multiplayer server

  • Synchronize players and host your own server!

  • Universe Generator

  • Generate solar systems, planets, astroid belts and more - just like No Man’s Sky - but much more level of detail and runs well on GTX 500 series or higher machines.

So anything and everything standard to infinite world biome generation for 2D and 3D will be included in the closed source version. For example, we’re continuously improving the engine to be more faster ( such as the most recent update allows up to 600k trees on the screen at the same time). We’re also working on a new drag and drop UI/UX system to easily create biomes and biome templates which would be included in the updates.

Any features that are not core to infinite 2D+3D world generation - we’ll sell as add-ons on top of the closed source version price from $25-$200 dollars per add-on which also come with lifetime of updates.

If you purchase the Source Access version, you will get updates access to all add-ons.

I hope this answers your question!

Update: I’ve updated the first post to be more clear about addons. Thanks again for the question

1 Like

Are these objects / details supplied specifically for TE, or will the features work with our own provided items?

Also, will static worlds be possible using the closed source? Say I don’t necessarily want the voxel deformation or infinite / random runtime generation for a specific game, am I able to use TE to create / tweak my world in editor and then continue to use that same generated world for game play?

As some of the first users of TE, and active developers using the newest and greatest and knowing what it does, the first image on your website on the slider might be a bit misleading. Terrain Engine does not generate worlds that big with that much detail procedurally. The largest world we have ever been able to make and remain stable is about half the size of that tile, with a LOT less detail, not nearly that many trees or fine details(which is still impressive for sure just not like that image). Is this the company trying to say this is where they plan on taking TE, to be able to do that? I think its important to use images for marketing that represent what the product can currently do. Maybe you guys can be a littler clearer on that point and what images like that represent. If these are static terrains that were converted, which is also awesome, maybe they can be labeled as such, which helps convey the idea of how that part of the tech works anyway.

1 Like

I like the updated pricing on the add-ons. When you previously said that the price ranges from $25 - 200, I was expecting to see most of them nearing $100, glad to see that is not the case.
Also, I was checking out the showcases and wondering if the fauna and such are included in package. Looking back at the pricing, I noticed that some say Lifetime updates, while others say Unlimited updates. Is there any difference between these? Lastly, like @Acissathar said, is it possible to use TE in the editor?

For those that have used TE previously, how extensible is it without having to access the code? I want to use a separate multiplayer networking system (TNet to be exact), could this be used without having access to the source code? In addition, does the system allow you to script extensions to generate terrain? For example, I would like to generate randomized underground dungeons, thus requiring me to dig out the ground when the terrain is generated. Is this possible without accessing the source code?

Thanks in advance to everyone that responds.

@nosyrbllewe us who have the source can’t really tell you how it will work without it :slight_smile:
It’s more the new dev that has to tell us about their API plans (seems they are developing it, as they will release the closed version after the open version) .

What I can tell is that dyox’s code is highly modular and very well thought, and to pinpoint to your use case, the processor in the construction kit (to place cubes and slopes blocks) is able to propagate modifications to the smooth terrain via a simple API, digging / removing terrain volumes.

What I meant was if anybody had to directly modify their source code in order achieve their goals, but your response makes sense, you can’t really judge a closed source edition from an edition that has source access.

Yes, you can use your own assets and not ours to get the same benefits of the processors that we are creating.

And yes - you can transform the terrain to Unity Terrain then modify it as you please or spawn custom objects on the generated terrain and have both custom+generation work together to create a static scene. Whichever you prefer.

The closed source version will be similar to the source access version we provide in terms of how you interact with it UI/UX wise. The benefits will be github access / alpha / beta / experimental channels and the ability to modify the engine as you see fit aside from the tools we provide. For instance, if you want to hook up to all the processors of the engine and customize them a bit or listen to custom events, etc - it would be hard without source access. If you plan on making an MMO with the terrain engine, you would need the source access to make a proper scaleable backend.

Glad you’re happy with the price points.

All of the art in the showcases are not usable in your LIVE products. They are included though. As per the End User License Agreements, you will need to purchase the art from the 3rd party asset holders that created them. We’ll be making it very clear and thanks for bringing this up as I’ll be sure to add this to the 1st page and checkout page.

We’re planning on working with artists to use their assets to build demo scenes and sell them on the asset store with the TE which will work with both open and closed source. We’ll make it easy for you guys to get ownership for the art via unity asset store in the near future.

I will standardize Unlimited updates to Lifetime Support and updates across all pages + site soon. Thanks for the question. They are both the same. Pay once and get updates and email support forever.

Right now the Terrain Engine can not be used in Editor Mode. My team is planning on building tools on top of this to allow real time customizations in editor or in play mode. Still TBD in the next 1-2 weeks. We’ll make a blog post on our decision and share the reasons why.

No - Using Tnet for your networking system won’t be possible without having source access. You require to move the entire terrain engine outside of unity onto a dedicated Tnet server which is possible. With the source version, you can take the multiplayer server we have setup and modify the connection management to work with Tnet on client+server to accomplish what you desire. Still a fair amount of work, but if you swap our networking implementation with Tnet, you’d have real time voxel physics, modifications, the whole works of features since the protocol is already in place for you.

Also to note - it’s on our backlog, but we’ll create a cloud based service in the future once we get enough support for this plugin. If we get close to getting 50 purchases of source access, it will unlock our budget to port Junglee Games’ cloud technology to create an eve-online scale for the Terrain Engine and sell it as a service. Lots of big plans to come.

Yes it is possible to dig into the ground and save your level changes. It is also possible to spawn custom assets and save them so they always generate in the same position. So combined with world generation + saving voxel changes + custom object placement processor - you should be able to accomplish what you desire.

Thanks for sharing your thoughts on this. We’ll remove that image and share it as a goal versus the first thing people see on the page. We’ll ensure that every marketing image will be clear of what is capable or not. Unfortunately we had limited marketing materials setting the website up till date, but with our new engineers on board playing with the engine daily, we should be able to come up with a lot of cool content to post on the site generated from the engine.

@disturbingon3 Thanks for your response. Unfortunately, due to restrictions based on closed source code, I will have to pass on getting TerrainEngine (I can’t afford the source access version as a poor high school student, unless you offer student discounts ;)). I wish you the best of luck in the future with TerrainEngine as it looks to be a phenomenal product.