Hi guys, so Im making a game with procedurally generated terrain, and I saw this asset called ‘Voxelform’ which looked amazing. However, its been taken off the asset store and from what Ive seen theres no way to get it, so I was wondering if there is any other way to get it, or if the developer is reading, if theres anyway I can get it, obviously I would be willing to pay for it. So yeh, thats about it.
There’s another voxel engine floating around, no clue how good it is but it’s at a whole different price point (1000-2500 depending on features iirc) and not available from the asset store, need to contract directly with the developper. If this fits your bill it gets bumped every few days so it should be on the first few pages of this forum.
Hi dyox, thats exactly what I was looking for. I have a few questions about it before I discuss it with my time though
1). Does it, or can it, generate underground caves and tunnels and stuff like that?
2). Can you adjust how much is dug per click and how long it takes to dig up that amount?
3). Is there anyway that when you dig up materials you get them in your inventory, instead of just deleting ground to make tunnels (similar to minecraft)
4). Is the world infinite, or as near to it as you can get?
5). What kind of variation is there (e.g. biomes, mountains, ect…)
6). Finally, can the terrain be smoothed so it looks realistic instead of blocky?
Yes , when you dig , you can receive on code what type of voxel was removed , and so add it on your inventory. But it must code it. I don"t provide inventory systems, or any game features. It’s Only for Terrain.
Here your function will be called If the distance between the position of your functions and modified voxel is less than 100m
public bool YourFunction(object Obj, Vector3 Distance, object Data)
{
List<FlushInformation> Voxels = (Data as List<FlushInformation>);
}
public struct FlushInformation
{
public TerrainBlock Block; // Block of modified voxel
public TerrainChunk Chunk; // Chunk of voxel
public VectorI3 Position; // Position of voxel
public byte OldType; // Old Voxel Type
public byte NewType; // New Voxel Type After modification
public float OldVolume; // Old Volume
public float CurrentVolume; // Current
}
thanks, last question of this topic, can I make it so when you dig different blocks you get different materials, so the whole terrain isnt just seen as the same material?
You don"t get “material” when you dig. But the VoxelType (byte).
So after you can work like this :
Inventory.AddItem(VoxelType,1); // ItemID, Count
And you have your Database of Item :
public struct ItemInformation
{
byte ItemID;
Material Mat;
Texture2D Icon;
GameObject WorldObject;
}
So on your inventory system, you will add Voxel 1 , And this item have icon and GameObject , so you can take it on your hand. Object can be just Cube you’ve created with the texture of VoxelType 1.
I know, but Im asking if the whole terrain is classed as the same voxel type and the appearance is different, or if when I dig two different voxel types ill get different voxel types, if you know what I mean
You receive the list of all Point Modified. You can put bomb on terrain. Destroy 800 Differents voxel with different “materials” and you receive each voxel type on you function. So you receive 800 Items.
aha thanks, I was just worrying that if I mined an ore in my game Id get the same ‘material’ as a block of dirt
EDIT: [quote=“dyox, post:15, topic: 495424, username:dyox”]
You receive the list of all Point Modified. You can put bomb on terrain. Destroy 800 Differents voxel with different “materials” and you receive each voxel type on you function. So you receive 800 Items.
[/quote]
One last question, will the generated landscape make a seed?