VoxelPlugin
RealtimeMeshComponent
VoxelPlugin | RealtimeMeshComponent | |
---|---|---|
57 | 7 | |
1,523 | 1,457 | |
- | 0.8% | |
2.7 | 8.4 | |
22 days ago | 6 days ago | |
C++ | C++ | |
MIT License | GNU General Public License v3.0 or later |
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VoxelPlugin
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What are the limits of blueprints?
There's also a performance question. While we can now use Blueprint nativization to convert Blueprints to C++ the result will be a fairly naive version, fast enough for most purposes but not if you're trying to push every bit of performance. This is where you're looking at making sure you're hitting things such as using the CPU cache as well as possible for an ECS system (Look at ENTT or Flecs if you want to see what they're about and why you'd want one), or a system needing to process massive amounts of data quickly such as the Voxel Plugin.
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How can I make a procedural terrain using a seed?
There are some existing plugins, such as the voxel plugin that you can use, though keep in mind features like multiplayer are behind a paywall.
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Is unreal/unity efficient for a voxel game that has infinite, destructible and procedural world gen (like minecraft)?
Is unreal/unity efficient? No. There is large amounts of overhead, as they were designed for other types of games. Voxels have many unique optimisations that won't be available. You'll need to do a lot of "patch-work" to the engine. This patch-work may make this overhead extremely small, and there are some very powerful projects on these engines that are efficient (e.g., Voxel Plugin). Having to ignore a lot of the a game engines features, such as physics, is a key reason people decide to just go through the extra effort of making their own game engine.
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Showing off some interstellar travel mechanics!
Thank you! I am using the Voxel Plugin for Unreal to generate my planets, there is a free version you can play around with: https://voxelplugin.com/
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Managed to make my first online multiplayer game with physics,ragdolls and voxel terrain all by myself! (framerate drop it's due to OBS, game runs fine) Hardest part was finding information on how to make things work, so I'll be happy to give you some hints in the comments!
I used Voxel plugin
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What’s the best procedurally generated terrain plugin, UE5
Anyway here it is https://voxelplugin.com/ you can research all about it.
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Are there any good voxel game engines? *Lua compatible
No one has yet mentioned VoxelPlugin for Unreal which you could use alongside a Lua Unreal plugin.
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Is there a way to create caves in unreal engine 5.1, similar to the brushify voxel plugin?
Try https://voxelplugin.com/
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Looking for a way to edit terrain at runtime for a viva pinata like game.
I'd look at Voxel Plugin. It supports runtime edits.
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How do you guys create open world games
Hmmm I don't have a lot of experience with that but I used the Voxel plugin once to make a planet map and it was pretty good. There's even a free version if you don't want to invest. Most other plugins cost hundreds so that's good. It has a ton of features, check it out.
RealtimeMeshComponent
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How to create a mesh programmatically?
Take a look at this: https://github.com/TriAxis-Games/RealtimeMeshComponent
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Rendering mathematical objects in UE
Yeah, u can do everything in UE. This kind of things have a common name of procedural generation. U can use build in options, write it yourself or use a 3rd party component, one of the popular ones is https://runtimemesh.koderz.io/
- Procedural Mesh causing performance issues
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Difference between Realtime Mesh Component from github and the marketplace?
I recently started learning ue5, and I wanted to make a random procedural terrain that creates itself on when the game starts. I almost finished it, and now I just need a faster way to create the terrain. I found the Realtime Mesh Component 5 from github, but there is also the same one with the same author on the marketplace for around 6$. What is the difference between the two of them? Thanks!
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How can I make a procedural terrain using a seed?
Personally, I generate voxel terrain with noise then mesh it using the realtime mesh component. This allows for fully 3d worlds with caves, overhangs etc and for runtime editable terrain.
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How to achieve this effect? (displacement + instances)
You could use the Runtime Mesh Component to deform the geometry itself. The deformations are handled on the CPU, so CPU access is required on the mesh. And you can also offload the work to another thread, so minimize/avoid blocking.
- UProceduralMeshComponent Question
What are some alternatives?
cashgenUE - Runtime Procedural Terrain Generator for UnrealEngine
ONE - On-device Neural Engine
Minetest - Minetest is an open source voxel game-creation platform with easy modding and game creation
UEPlasticPlugin - Plastic SCM plugin for Unreal Engine
TileMapEditor3D - Tile map editor 3D with 3D terrains
RuntimeMeshComponent - Unreal Engine 4 plugin component for rendering runtime generated content. [Moved to: https://github.com/TriAxis-Games/RealtimeMeshComponent]
building-blocks - A voxel library for real-time applications.
UE4EasyLocalizationTool - This plugin introduces a way simpler method of localizing game made in Unreal Engine by simply importing CSV file into engine's localization files.
UE5VoxelTutorial - A collection of voxel mesh generation algorithms
UE4EnhancedCodeFlow - This code plugin provides functions that drastically improve the quality of life during the implementation of game flow in C++.
VoxelTerrain - This project's main goal is to generate and visualize terrain built using voxels. It was achieved using different approaches and computing technologies just for the sake of performance and implementation comparison.
DungeonGenerator - Procedural 3D dungeon generator plugin for Unreal Engine 5. Easy generation of levels, mini-maps and missions.