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  1. Posts
    206

    Cubiquity - A fast and powerful voxel plugin for Unity3D

    This is our 'Assets and Asset Store thread'. For more frequent updates see also our Work In Progress Thread

    Introduction
    Cubiquity is a free voxel terrain asset for Unity Free and Pro. It uses the power of native code to create environments which can be dynamically modified in both the Unity editor and also in-game, enabling dynamic digging, building, and destruction. It is currently in active development and an early version will be available soon.


    Cubiquity supports smooth terrain with a flexible material system.


    Our tank demo shows how a voxel environment can be destroyed in real-time (download)


    Multiple volumes can exist in a scene and can have dynamic transformations applied

    Key Features (some work in progress!)
    • Supports two kinds of voxel environment – cubic and smooth
      • Build your world from millions of tiny colored cubes to create detailed 3D worlds.
      • Create realistic terrains with powerful sculpting tools (coming soon).
    • Advanced Graphical capabilities
      • Flexible material system supports arbitrary blending between multiple materials (coming soon).
      • Level-of-detail meshes ensure fast operation across a range of hardware.
      • Supports Unity's Surface Shader system to allow easy customisation of appearance.
      • Works with real-time shadows and other dynamic lighting solutions.
    • Physics
      • Mesh data can be passed into Unity's physics engine for unified collision detection and handling.
      • Collision detection can also be performed directly against the voxel data.
      • Custom raycast functionality for picking voxels.
    • Create worlds easily
      • Import voxel terrains from external sources such as heightmaps.
      • Direct access to the voxel data allows you to procedurally generate worlds from code.
      • Editing tools available both in-editor and in-game (coming soon).
    • Solid engineering
      • Cubiquity is powered by the PolyVox voxel library, which has been in development for over seven years and is used by several games.
      • Package includes all C# scripts allowing you to customize it to your needs.
      • Integrates seamlessly with many other packages from the asset store.
    • Licensing options
      • Available free for non-commercial and evaluation use (see LICENSE.txt).
      • A commercial license will be available in the future for a fee.


    More details
    For many years we have been actively developing the PolyVox voxel terrain library which has been used by several games and engines. PolyVox is an extremely powerful and flexible library, but requires an advanced knowledge of C++ and graphics programming to use effectively. Therefore we have recently introduced Cubiquity as a higher-level and easier to use interface to this functionality.

    Cubiquity is independent of any particular game engine, and the product we are promoting in this thread is actually the integration layer which connects Cubiquity to the Unity3D engine. It is this combination of the Cubiquity library and the integration layer which we will be making available for download from our website and also through the Unity3D asset store.

    Download Today!
    Cubiquity for Unity3D is available for free in our BitBucket repository, or you can also download a snapshot as a ZIP file.

    The BitBucket repo does not include the source code for the native code DLL, but a copy of the DLL itself is provided. You can use the system for free for non-commercial and evaluation use. In the future it will be possible to purchase a commercial license through the asset store.

    Follow Us

    Do let us know what you think or if you have any questions
    Last edited by DavidWilliams; 1 Week Ago at 02:43 AM.

  2. Super Moderator
    Location
    Great Britain
    Posts
    9,661
    Looks very cool. I wonder what texturing options you have, and if you allow for smaller batches of meshes composed of a lot of chunks, as this would probably mean smaller meshes being uploaded to the card and less cpu time. But you're the expert so I'll listen to what you say. Great work btw!
    Currently working with Sony on our new
    PS4 and Vita game in Unity!

    This post is not representative of Simian Squared Ltd


  3. Posts
    206
    Thanks!

    Quote Originally Posted by hippocoder View Post
    I wonder what texturing options you have...
    The underlying PolyVox library supports many options including Minecraft-style texturing or triplanar texturing for smooth (marching cubes) terrain. Even plain coloured cubes can still have normal maps applied. So really it's a question of what we decide to expose through this plugin.

    Initially we are focusing on plain coloured cubes while we get the Unity integration running smoothly. Ideally the voxels will become so small that you don't even need textures anymore. This is the idea behind Atomontage for example, and we're already doing some work in this direction:



    Note that the image above is from the Gameplay3D version of the engine, but it will come to Unity soon.

    Quote Originally Posted by hippocoder View Post
    ...and if you allow for smaller batches of meshes composed of a lot of chunks, as this would probably mean smaller meshes being uploaded to the card and less cpu time. But you're the expert so I'll listen to what you say. Great work btw!
    If I understand you correctly then the system already handles this. The volume is divided into a number of pieces so you only need recreate/upload the mesh for those which have changed.


  4. Posts
    21
    I'm really looking forward to seeing this available!


  5. Posts
    206
    Quote Originally Posted by shmo View Post
    I'm really looking forward to seeing this available!
    Glad to hear it! I think we're probably just a month or two away from have an initial version on the asset store, though development will continue long after that. The API is very simple as it's basically just a 3D version of drawing pixels to a image, except the pixels are cubes and the image is a volume.

    So once it's a bit more stable we'll put it on the asset store, and then build higher-level features, tools and optimisations over the coming months.
    Last edited by DavidWilliams; 06-04-2013 at 01:15 AM.


  6. Posts
    206
    Hi guys, just a quick update - for the last few days I've been hard at work on everybody's favorite feature of voxels engines... destruction! In the previous demo voxels could be deleted from the scene, but now they can be separated from the grid and treated as independent physics objects. Let's take a look...









    Admittedly the physics was running a little slow by the time I got to the last image but it was a lot of fun I'll try and make a video and get a new demo out in the next week or two so you can try this for yourselves!


  7. Posts
    206
    I've spent some time polishing the explosion physics a bit a made a new video for you all:



    I really like the way this is coming together and I had a lot of fun shooting up the environment I'll try to release a new version in the next week or two so that you can all play with this yourselves.


  8. Posts
    206
    *** Update - 21st June 2013 ***
    We've just written a blog post about the physics work shown in the video above, and also provided a Unity project so you can try it for yourself. Do read the blog post for instructions on what you should do with the files!

    Hope you have fun - we're open to feedback so do let us know if you like it :-)
    Last edited by DavidWilliams; 06-21-2013 at 10:05 AM.


  9. Posts
    206
    Over the last couple of weeks we've spent some time improving the support for larger voxel environments and improving the integration of our Cubiquity engine. Here's an entire city modeled with voxels and loaded into Unity. Of course it's fully destructible in real time, as with our last video.



    The data is taken from here, and we will eventually provide various ways to get voxel data into our engine.


  10. Posts
    206
    Here's a new video - instead of using the 'city' map from the previous post we decided to use this map of an industrial factory complex, as it has a bit more space for the tank to drive around. Compared to our last video it is showing a larger environment and integration of the Detonator explosion plugin. Check it out!



  11. Posts
    206
    *** Update - 18th July 2013 ***

    You can now download the standalone demo for the above video: Download demo

    Have fun blowing up the environment!

    Edit: We've also made a blog post with a few more details of our plans: http://www.volumesoffun.com/more-pro...d-integration/


  12. Posts
    206
    I have a question for you guys - do you only get your assets from the official Asset Store or are you also comfortable using other sources?

    Obviously we would like to be on the Asset Store for publicity reasons, but there is some work to be done before the system is mature enough. Because the basic version of the system is free, we have the option of just providing downloads from our website or even putting the code in a public Git repository.

    Would early adopters have any interest in this?
    Check out Cubiquity - A fast (native code) voxel package that works with Unity Free!


  13. Posts
    141
    Quote Originally Posted by DavidWilliams View Post
    I have a question for you guys - do you only get your assets from the official Asset Store or are you also comfortable using other sources?

    Obviously we would like to be on the Asset Store for publicity reasons, but there is some work to be done before the system is mature enough. Because the basic version of the system is free, we have the option of just providing downloads from our website or even putting the code in a public Git repository.

    Would early adopters have any interest in this?
    I would be very interested in the option! I cannot wait to trial out this solution, I have kinda been holding off on some dev work until this comes out so I can evaluate it!


  14. Posts
    206
    That's good to know

    At the moment the main limitation is that we have used some assets which we cannot give away for free (such as the tank model), so we need to replace those assets before we go public with the repository. I think it should happen in the next couple of weeks though.
    Check out Cubiquity - A fast (native code) voxel package that works with Unity Free!


  15. Posts
    141
    Sure. Just some basic placeholders would be fine for testing out the project.

    Looking forward to testing this


  16. Posts
    95
    In your tank demo you say you imported a map from Build and Shoot, does this mean the engine has support for AOS files or, better yet, Qubicle files?


  17. Posts
    206
    Quote Originally Posted by CazicThule View Post
    In your tank demo you say you imported a map from Build and Shoot, does this mean the engine has support for AOS files or, better yet, Qubicle files?
    Currently the engine is able to import a series of 2D images to make up a volume. On disk the data looks like this:


    I quite like this approach because file managers give a thumbnail preview of the images, making it easy to get an overview of your data (or to edit it in the tool of your choice). Its also obvious how to read/write them. Once imported the data is stored in a more efficeint format with compression, chunking, etc. The above images create the following volume:


    For other file formats I think we will most likely provide a converter to generate these images, rather then having a direct import option. But this isn't really set in stone yet.
    Check out Cubiquity - A fast (native code) voxel package that works with Unity Free!


  18. Posts
    206
    Great news! We've just announced the source code and shaders for our Cubiquity integration package are now available on BitBucket, and work with both the Free and Pro versions of Unity3D. This is still an early version of the system, but we're opening up development in this way so that you guys can start playing with it early and can follow it's development as it evolves over the coming months.

    You can clone the code from BitBucket or download the snapshot below:

    We've also prepared a video to give a quick overview of the system and demonstrate how to use it. The video shows how to create volumes using the built-in editor functionality, how to import a volume from images, and how to generate a volume procedurally. It also demonstrates how to interact with the volume in play mode and make modifications to it from code:


    The BitBucket repo does not include the source code for the native code DLL, but a copy of the DLL itself is provided. You can use the system for free for both commercial and non-commercial use, though the volume size is limited to 256x256x256 voxels. In the future it will be possible to raise this limit by purchasing a license.
    Check out Cubiquity - A fast (native code) voxel package that works with Unity Free!


  19. Posts
    141
    Hi,

    I am getting errors on OSX that the DLL cannot be found. It has been copied into the root by your Installation script (as indicated by the log) but I cannot get it working.

    Any suggestions?

    Adam


  20. Posts
    206
    Note: OS X and Linux are now supported. Disregard the comment below.

    I'm sorry, there is no OSX version at the moment (I should have made this clear). The .dll is only for Windows as it's native code, not C#. We should improve the error message in this regard.

    Creating an OSX version will require building the core C++ library on the OSX platform, which should be possible but we don't have an OSX machine to build and test on at the moment. Unfortunately it won't happen until the Windows version is closer to being finished.
    Last edited by DavidWilliams; 1 Week Ago at 02:06 AM.
    Check out Cubiquity - A fast (native code) voxel package that works with Unity Free!

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