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World Maker

Discussion in 'Works In Progress - Archive' started by Sven-Frankson, Oct 19, 2015.

  1. Sven-Frankson

    Sven-Frankson

    Joined:
    May 29, 2014
    Posts:
    27
    Edit : Last update is available here : http://forum.unity3d.com/threads/world-maker.362044/#post-2379103

    Hi everyone,

    Here the first sketches of a new project about world generation.

    The idea is to procedurally generate really wide planets, at runtime, with only their random seed stored.





    It's mostly inspired by my previous work on Spherical Voxel last year, with more efficient gestion of LoD when it comes to terrain generation.

    What already works :
    - Generates 3D heightmaps from random seed using trilinear interpolation.
    - Use several levels of details for each square of the planet depending on camera position.

    You may try it here :

    http://svenfrankson.github.io/WorldMakerWebPlayer/WorldMakerWebPlayer.html

    Planet attraction increases as you come closer. By pressing "Q" you increase your spaceship engine power, by pressing "S" you decrease it. A and D to do a barrel roll, mouse to set direction. Engine for "OnPress" boost.

    Source code and demo scene are available here : https://github.com/SvenFrankson/WorldMaker

    I'll try to explain some of the geometric aspect of the project in the github wiki, it's interesting when it comes to planet subdivision (also, that's what I said last year with Voxel Planets... ^^')

    UI is really raw in edit mode so far, all apologizes ^^

    Have a nice day !

    Sven Frankson

    Next update is available here : http://forum.unity3d.com/threads/world-maker.362044/#post-2379103
     
    Last edited: Nov 12, 2015
    elias_t likes this.
  2. runningbird

    runningbird

    Joined:
    Sep 3, 2009
    Posts:
    382
    Thank you for releasing this with the MIT license can't wait to play around with it tonight.
     
  3. Rick-

    Rick-

    Joined:
    Oct 13, 2014
    Posts:
    78
    Looks cool. :)
    You could release the planet generation script with a few improvements on the Asset Store.
     
  4. Sven-Frankson

    Sven-Frankson

    Joined:
    May 29, 2014
    Posts:
    27
    Hi, thank you :)

    Releasing it (or any other asset) on the Asset Store would involve some huge work on user interface and documentation -doable, but not my favorite part-, and even more work on user support -not doable, also I love discussing about it with other users-.

    By the way, if anyone passing by had a professional or nearly-professional project, I'm currently looking for an end of study internship, anywhere in the world, willing to start pretty soon (Unity3D development, or any other field related to computer science...) https://fr.linkedin.com/in/sventaton/en ...
     
  5. Sven-Frankson

    Sven-Frankson

    Joined:
    May 29, 2014
    Posts:
    27
    Update !

    After a few weeks working on it, a few updates...

    Planet generation interface has been rebuilt. Using radius percentage to assign height range, its easier to set the landscape height.

    You may try it right here

    And whole project can be downloaded here

    A whole stellar system is now generated. It puts a few randomly generated planets around, making quite a wide playground.

    As it's expanded beyond the transform.position limits, it uses Thales theorem to make far objects closer and smaller, adjusting their size as the spaceship is going closer. (it uses a few ugly tricks as it has to be disabled when landing on a planet, but it nearly works...)

    Also, some Gameplay for demo scene, you may move around the spaceship (WASD and mouse), sit on it's pilot seat (E), adjust it's speed (Z and S) or roll (Q and D), pitch and yaw (Alt + mouse). When close enough of a Planet, one of the screen will say "Orbital Mode ? Ok", Orbital automatic pilot will set you on orbit (hit O). Get out of the chair (E), find the AirCraft, take its control (E), speed up (Space), and land on the planet. But it's all said ingame.

    And a few screenshots, SkyBox is from the excellent demo Asset SkyBox Volume 2.





    What's next ? There's some issues about planet display, as they are getting closer to simulate a stellar system wideness, there's some depth error. Some random vegetation/building generation. Better shaders for ground and atmosphere. Making the whole pack more "generic", as there is some excessive dependancy between planet script and gameplay scripts.

    Thank for your interest !
     
    mwoodruff01 and runningbird like this.
  6. LLADNAR

    LLADNAR

    Joined:
    Feb 2, 2016
    Posts:
    1
    Have you looked at making tunnels or caverns into the mesh, or would the even be possible?
     
    datatype_void likes this.
  7. datatype_void

    datatype_void

    Joined:
    Sep 2, 2015
    Posts:
    13
    Thank you for this amazing project. I hope to find much value in it while learning about procedural generation. Hope to see continued updates!