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Retro Terrain - Simple, fast solution for Voxel Terrain

Discussion in 'Works In Progress - Archive' started by SamShiels, May 10, 2016.

  1. SamShiels

    SamShiels

    Joined:
    Jul 28, 2012
    Posts:
    6
    Hey guys,

    I've been hard at work for the past few months and I'm pleased to show you my solution for block style voxel terrain. My goal in creating this is to provide a cheap but fast method for customizable voxel terrain, while still delivering a good range of features. This is still a WIP, but should be releasing on the Asset Store this month if all goes to plan. Price will be around $15.

    Features:
    • Random terrain generated at runtime
    • Dynamic free-flowing water
    • Random, natural occurring waterfalls
    • Texture manager (Combines given block textures into a single terrain atlas)
    • Block manager (Apply textures to different sides of block)
    • Trees
    • Chunk view distance system (Loads chunks in and out at runtime depending on the player position)
    • Simple block selection and placement system
    • Underwater effects
    It runs on mobile devices, but hasn't been fully tested. I will look into this before release. Also, this is not infinite terrain. Fairly large worlds are supported though.

    Images:






    Water flows to fill adjacent empty spaces:



    Water can flow at various levels:






    Thanks for taking a look. Let me know what you think!
     
    Last edited: May 10, 2016
    Baldinoboy likes this.
  2. kenlem

    kenlem

    Joined:
    Oct 16, 2008
    Posts:
    1,630
    Nice! I'll buy that once released.

    I don't see any mip map bleeding. Did you have write a customer shader for that or do you generate your own atlas with padding?
     
  3. SamShiels

    SamShiels

    Joined:
    Jul 28, 2012
    Posts:
    6
    Thank you! Mip maps had to be turned off altogether to solve that issue.
     
  4. Threepwood

    Threepwood

    Joined:
    Jul 23, 2009
    Posts:
    95
    Interested.

    - Threaded terrain gen/lighting?
    - Infinite terrain
    - Complex caves?
    - Collision system that's not mesh colliders?