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MINING MY PROCEDURAL VOXEL PLANET

By JB Briant | Ardaria

Summary

Topics Covered

  • Mixed Block Sounds Enhance Immersion
  • Tropical Latitude Compresses Dig Cells
  • Chaos Geometry Enables Realistic Destruction
  • Develop on Mid-Range GPU for Accessibility
  • Voxels Over Free Digging Feels Better

Full Transcript

This is good.

So when you break a block which is a mix of stone and coal for example, I mix the sound effects of the coal and the stone.

The sparks, it depends on what you hit.

So, if you hit the stone, you're going to have sparks.

When you break a block, you have some [music] particles that you collect directly. It's real items, okay,

collect directly. It's real items, okay, with physics enabled.

When they [music] hit the floor, they're going to make some noise, too.

[music] I need to add some particles when you heat the code. So, if you look at the stone, there is the physical particles and there is [music] some non-physical

particles.

Just the GFX. You see, they they cross the the floor and the cold doesn't have those one.

Yeah, the dirt [music] has it.

up.

So right now you see it feels like you are digging with slabs. This is because we are not at the equator. So this is a

planet. So we are at a tropical

planet. So we are at a tropical latitude. So because it's a tropical

latitude. So because it's a tropical latitude, the cells are compressed. So,

I need [music] to say if what you want to dig is smaller than one cube, you're going to dig two cells. It's a bit complicated. I can make a video to

complicated. I can make a video to explain exactly how I did this.

So, same here. If I hit the dirt, no sparks.

And a mix between the sound of the dirt and the rock.

Let me show you how to cut trees.

So, there is some debug information like you see the the red box, the arrow, and the the blue sphere.

Okay, we have the nice leaves. You can

keep destroying the the trunk. It going

to yield some wood, additional wood. Not

that much.

The physics right now is a little bit off. Like it's it's too bouncy too. But

off. Like it's it's too bouncy too. But

it's okay. This one we cannot destroy it for now. Oh, there is a bug. You see

for now. Oh, there is a bug. You see

like some particles. They are long lived particles. It's it's not perfect.

particles. It's it's not perfect.

Let's try with this one.

So if you destroy more than 50% of this part of the trunk, it going to fall.

And when you almost finish the the trunk, it going to disintegrate. Okay,

let me show you that we can also destroy rocks. So this is not voxels. Okay,

rocks. So this is not voxels. Okay,

this is chaos geometrical collections.

If you are familiar with Unreal Engine, you know what is it.

We have some bug. You see the spark is inside the heat inside the rock.

It should be outside.

And you can destroy the rock like this.

It's very detailed.

Unfortunately, I cannot enable the gravity on the rock. So if I dig below the dock, it's not going to a bit laggy because I'm recording at the

same times and it's a debug build and my GPU is not very very good and I don't want to buy a very strong GPU. I

have a 2070 RTX because if I buy a very powerful GPU and I develop the game and the game is running perfectly on my nice GPU and you

have a lower end GPU, it's not going to work for you. So, I prefer to stay working on this uh average GPU. I'm going to say

5 years old. But yeah

recording at the same time. You see this stone also it should have gravity but cannot have it enabled.

So the gravity is only there when you are uh breaking the rock. But if the the rock is not broken you don't have the gravity.

We have some floating vauels.

Ah, yeah. I can destroy them. But not

not every like this one. I cannot

destroy it. You see? So, this is a this is a problem I need to fix.

The game is is using the vauel plugin.

So it's not two big box cells, they are smooth box cells and it's more like a field of information rather than grids and cells. So yeah,

and cells. So yeah, it's a it's a bit different in the way that I have to manage the vauels and the cells because we want to have some cubic

digging. Well, it's not a cube, it's

digging. Well, it's not a cube, it's slabs. I explained this before. I can

slabs. I explained this before. I can

explain it more later.

But we want to have kind of grid based feels better. It just feels better than

feels better. It just feels better than free digging in my opinion. I could

enable free digging.

Oh, that's nothing. It's a bug in in Chaos. Like it it raises an exception,

Chaos. Like it it raises an exception, but it's not a real exception. So, I

don't really and I cannot really fix it.

Lightweight disabled. Geometry particle.

Lightweight disabled. Particle index.

Um, do we have a crash? Oh, it looks like we have a real crash. Really is dynamic.

Transient get active view moving particle views. Oh, yeah. That's a real

particle views. Oh, yeah. That's a real crash. No, it's not related to my code.

crash. No, it's not related to my code.

It's related to Unreal Engine code.

That's something which is problematic.

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