After two consecutive weeks of failure (no .gif), I have broken my streak.
Here’s my Game Dev Gif Exchange .gif for week 4:
In case you missed my last post, a coworker and I have challenged each other to create a .gif each week showing progress we made on our games. This is so we’re both held accountable for weeks that we slack off.
I’ve done poorly thus far, but I’m going to get better.
What the .Gif is Demonstrating
My .gif production values weren’t high because it was getting late.
You’re seeing the default Unreal character falling through two chunks of voxel terrain. They’re generated with a 2D simplex noise heightmap. He falls through because I haven’t figured out how to get collision hooked up.
Theoretically, they’re position sensitive, so where ever I put the object in the editor, the noise will be picked for that position (so if they’re the right distance away, it’ll be seamless).
I say “theoretically” because it was getting late and I didn’t have time to actually line them up and see if the right noise was being picked.
I used Marching cubes for surface extraction, which is why there are 45 degree angles instead of blocks. If I copied over the normals from PolyVox the terrain would look smooth (and if I increased the voxel resolution).
Behind the scenes, I’m linking to Galavant’s third party wrapper to get noise for the chunks. The wrapper is built by Jam and put in a static library, which Unreal then links to.