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[TerrainEngine] Voxel Terrain : Smooth,Cubic,2D,Hexagonal Infinite Procedural Terrain

Discussion in 'Assets and Asset Store' started by dyox, Mar 19, 2013.

  1. Steelshot

    Steelshot

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    Hello,

    i've sent you a email but it
    seems you did not respond.

    Is it possible for me to get
    the Cubical Terrain Generation
    (Minecraft/Cube world like)
    part of the TerrainEngine?

    If so, please tell me the price! :D
     
  2. WILEz1975

    WILEz1975

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    Mar 23, 2013
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    375
    Hi.
    You think it's a good asset to create procedural planets for a space simulation where you can land over the planest?
     
  3. KeepTrying

    KeepTrying

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    How much cost the 2D version of this Engine (Terraria Like) ?
    Anyone ?
     
  4. lancer

    lancer

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    I'm curious to know, does the endless part of it use a chunk based system, or is it all one mesh that is expanded upon?
     
  5. Tethys

    Tethys

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    @lancer - It uses chunks.

    @Steelshot - not sure if he still sells that part by itself or not but it is possible to do the Minecraft clone look and he includes demo scenes with the setup for that. I have played around with it a little and its pretty great.

    Have messed around a little with the Terraria like 2d engine as well and its very impressive. If we ever get our current project finished, we plan on exploring the Terraria like engine next. Hope that helps guys, sorry cannot comment on price because I don't know what the current pricing plan is - bought TE 1 1/2 years ago heh. :)
     
  6. KeepTrying

    KeepTrying

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    @Tethys thank you my friend, looking closely for this Terraria 2D Engine.
     
  7. mittense

    mittense

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    i want this
     
  8. siblingrivalry

    siblingrivalry

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    Hi,

    Are RTP and Advanced Foliage Shader supported in v10?

    Thanks
     
  9. NechyporukEvgen

    NechyporukEvgen

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    hello, it looks very good. I can buy? email me at jekelskaz@gmail.com price and terms, thanks
     
  10. mittense

    mittense

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    how do I get this
     
  11. mittense

    mittense

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    (still want)
     
  12. siblingrivalry

    siblingrivalry

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    Price is 6k. But he has said in the past he will look at licenses case by case regarding paying as monthly fee rather than a single lump sum.
     
  13. mittense

    mittense

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    Yeah, I've been trying to get ahold of Doxy but to no avail thus far. :(
     
  14. Tethys

    Tethys

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    @mittense - Hey man, gratz on working on a such an awesome project as Crowfall! Game looks fantastic and its awesome how well your crowdfunding as gone. Good luck on the project!
     
  15. mittense

    mittense

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    Thank you much, sir!
     
  16. siblingrivalry

    siblingrivalry

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    Yep, know that feeling. Been waiting for replies also.
     
  17. larren101

    larren101

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    Love the 2D engine, shame there's no new example videos of it up on your main post. :) It's absolutely gorgeous, can't wait to see what projects people use it in. <3
     
    Tethys likes this.
  18. Hertzole

    Hertzole

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    Hi!

    Is it possible to combine the cube world style terrain with the floating islands? If it is I would so buy this.. whenever I've got the money...
     
  19. NarkLord

    NarkLord

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    Sep 24, 2013
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    Could you talk a bit more about the RTS voxel terrain? Is this still a planned feature?

    Also in this thread - http://forum.unity3d.com/threads/terrainengine-free-official-construction-kit-7dtd-like.204013/ - you mentioned releasing the construction kit? Do you still plan on doing this and keeping it up to date? I'm sure many people would benefit from this. Would be good to hear your plans
     
  20. dyox

    dyox

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    Hello,

    I'm sorry for delay, i'm working actively on V10.

    -2D part is completely done. I don"t think i will work more on it. I'm focused on realistic voxel terrain.

    -I'm planning to add topview custom voxel terrain type. I have the idea but i will not work on it until V11.
    ConstructionKit is discontinued as external project. Now it's a complete part of TerrainEngine.

    - They works perfectly with TerrainEngine but they are not included with demo scenes.

    -Hi, not for the moment. I have multiple idea for planet generation with TerrainEngine, but not the time curently.
    I really like planet-cube and it's an easy system to implement with TerrainEngine, i think it will be the first planet system i will implement on next versions
     
    Last edited: Sep 3, 2015
  21. HeadClot88

    HeadClot88

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    @dyox - Any news on the Website and store?

    I want to purchase this for a project of mine but I have gotten no reply so far.

    Just thought I would ask,

    Headclot
     
  22. wolfen231

    wolfen231

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    This may have been asked before, but there are so many posts in here I do apologize if it is a repeat. Does this support Relief Terrain Pack by chance?
     
  23. VicToMeyeZR

    VicToMeyeZR

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    He already said just a few posts up, RTP does work with TE, but is NOT included as its a paid asset
     
  24. dyox

    dyox

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    Hello,

    TerrainEngine V10 Beta is ready (Rev 90).
    All TE users can contact me by email/skype to obtains a download link.

    Thomas.
     
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  25. dyox

    dyox

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    TerrainEngine V10 Features :
    -Terrain LOD ( Drawcalls / Vertices / Memory optimizations)
    -Terrain SplatMap ( Drawcalls optimization, smooth voxels transition )
    -Improved LibNoise library ( Generation time : 36-40% faster )
    -New Noise functions / GUI
    -Grass/Details resolutions (Drawcalls optimization : 50% less drawcalls)
    -Grass/Details/GameObjects Memory optimization ( 30-50% )
    -Voxels Physics ( Voxel fall when disconnected from ground )
    -Terrain Operators ( Fastest terrain modification, less bandwidth used on network)
    -More multi-threaded tasks ( Terrain Generation 30% faster for small terrain size, 80% faster for big terrain size)
    -New Menu and Tutorials ( Create game in few seconds )
    -Unity 5.2. Improved Triplanar shaders
    -Garbage optimizations ( no more classes, 0 garbage spike/lag )
    -Unity Terrain Converter ( import Unity Terrain,Grass,Details,Trees,config)
    -Trees LOD fading/batching optimizations (40% faster)
    -In Game Profiler
    -Fatest Fluids generation ( 30% faster )
    -New procedural canyons examples
    -TerrainData memory optimizations ( 90% for imported Terrain, 20-30 % for procedural terrain )

    Planned V11 Features :
    -Building Tools (VoxelFarm like)
    -Destructible Voxels objects (Asteroids, buildings,etc)
    -Wall climbing grass/plants/trees ( Not only ground and ceiling)
    -Realistic waterfalls/rivers generated on HeightMap with erosion
    -Procedural grass/details generation in Realtime (0 memory usage)
    -And more...

    Planned V12 Features : Voxels Planets
    -Cube / Sphere
    -Complete procedural planets generation (GPU/CPU)
    -And more...

    Planned V13 Features : Galaxies
    -Complete procedural galaxies generation
    -And more...
     
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  26. Frpmta

    Frpmta

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    Nov 30, 2013
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    I heard a game called Planet Explorers makes use of OpenCL for its voxel terrain rendering. Would that benefit this engine or are you making use of it? Asking because I see you already talking about GPU/CPU.
    And how is support for terrain exporting? Like authoring something in Terrain Engine and then if I feel like adding some detail in Zbrush or 3DS Max, exporting it for that just like Voxelfarm and 3DS Max direct link.
    And just wondering: Unity terrain support also means mesh support such as those of WorldMachine, right?
     
    Last edited: Sep 25, 2015
  27. rpg_gamer

    rpg_gamer

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    Nov 28, 2012
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    Hi there, I've contacted ye about this, I run a steam released game and am extremely interested in this and am able to cope with the price of the license. Interested in hearing back from you very soon.
     
  28. rpg_gamer

    rpg_gamer

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    Yikes dude. I don't want to call you insane.......... But you're an unknown developer charging 6 thousand euros for a voxel terrain engine. You don't bend on your price either...... Really good luck selling this one to anyone....... who is not donald trump.

    Floored, even as a dev who makes a little money. Not sure what realm of reality you live in sir, bit it's not the one the rest of us live in! Good luck with this! It's great, but at the price you're asking you have to be Sean "P-Diddy" Combs to purchase it.
     
  29. HolyFireGames

    HolyFireGames

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    I recently purchased Terrain Engine, and I am not Donald Trump nor am I Sean "P-Diddy" Combs lol. We're working on a large scale game, and we wanted the best terrain engine we could find to fit our needs. Terrain Engine is extremely powerful, the developer has a consistent record of updating and adding new features, and he's always there to answer any questions we've had getting up and running. I would definitely recommend this engine to anyone who wants to take their game to the next level. It's definitely an investment, but for us it was definitely worth it.
     
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  30. Gozdek

    Gozdek

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    Very nice!
     
  31. Fenris2

    Fenris2

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    I hate to break it to you but that is a very relative view point. Asking $6 K for an engine, full source, team license, no percentage and throwing in several months of support in the world of money making game companies is a fire sale price. I have been on that side of the fence long ago. Think of it this way. He is charging less than a months wage for a good programmer for something that would take a small team maybe a year or two to do.

    Now $6k to us indies is indeed not in the realm of doable for most and I too am sad. But no one says he has to sell to us. At least we get to see some drool worthy pictures.
     
  32. dyox

    dyox

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    TerrainEngine V10 : Physics, / Fluids
     
    Last edited: Oct 4, 2015
  33. Frpmta

    Frpmta

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    Music name?
     
  34. dyox

    dyox

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    @Frpmta :
    Dracovallis - Spirit of the Forest (Instrumental Celtic Music)
     
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  35. dyox

    dyox

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    Aug 19, 2011
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    TerrainEngine V10.2 : (Changelog)

    Server/Client Generation :
    - New Generation System : Blocks are now loaded one by one by all available threads. Memory/LoadTime optimization
    -Load Time optimization (8%) : Generators : Grass/Details/Trees loading fastest. Objects are stored in temp list and applied when generator is done. Avoid long Lock() call
    -Terrain Load Order optimized : Now game ready in 1 second (3 seconds in V10 beta)
    - Fixed random loading bugs (freeze, holes introduced in V10)

    GrassProcessor :
    -New Fading system : Using FadeTime, no more distance based fading
    -Materials array/Properties now stored inside the processor and reused. Memory/GC Optimization
    -Mesh Generation time optimized

    DetailProcessor : (Plants,Rocks,etc)
    - New fading system : Using FadeTime, no more distance based fading (SpeedTree like)
    - New per material shadow option. It's now possible to Set CastShadow/ReceiveShadow for each material. FPS optimization
    - Materials array/properties now stored inside the processor and reused. Memory/GC Optimization
    - Mesh now use Color to simulate winds. Plants wind is more realistic
    - Mesh Generation time optimized
    PerMaterialShadow.jpg

    GameObjectProcessor : (Trees,etc)
    - New GameObject data storage. Each object now use 6 bytes in memory (9 bytes before). Objects are stored at different resolution than terrain

    GUI :
    - New GUI for Terrain LOD management
    - New GUI for Debug Console : (DebugGUIProcessor)
    Logs : Draw current state of Server/Client
    Pool : Draw all objects in memory for each threads
    Stats : Draw DataTable with all function called for each thread. Record Total Time,Average,Execution count,ThreadId
    Profiler : For each frame, record all actions executed
    TimeLine : In Game TimeLine, record actions Start/End Time
    New classes :
    -ProfilerGUI : Profiler.AddObject(Name); // Add an action to the current frame
    -TimeLineGUI : TimeLine.AddLine(); Line.AddObject(Name,StartTime,EndTime);
    -DataTableGUI : Class that contains orderable columns and data. DataTable.AddColum<Type>(Name);
    DataTable.AddValue(ColumnName,object value);


    FluidProcessor :
    -New fluid GameObject management. No more unused gameobjects in memory. LoadTime optimization.

    PhysicsObject : (Voxel physics)
    -Fixed incorrect splatmap applied to the Mesh

    LibNoise Optimizations ( 3% )

    New PBR triplanar shaders (specular,metalic with noise)
    Fixed random Colliders bug. (player fall)
    Fixed memory leak on TerrainChunkGenerateAndBuildGroup
    Fixed Terrain Save/Load
     
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  36. Razmot

    Razmot

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    Wow that's what I call professional release notes !
     
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  37. dyox

    dyox

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    TerrainEngine V10.3 :

    Server :
    -New compression : Grass,Details,Fluids,Terrain Voxels
    -New compression : HeightMap byte compression (1 byte per X/Z axis, 2 bytes V10 beta)
    256*256*256 terrain block : 114ko. (170ko V10 beta)
    -Server/Client bandwidth optimization with new packet cutting system
    -Garbage Collector optimization : (81 blocks: 29 collections, 34 collections V10 beta)
    LibNoise : Optimization (5%)

    Fixes :
    -Correct XML Export for dedicated server (V10 regression)
    -Terrain randomly stop to generate (V10 regression).
    Removed all 'interlocked' call and shared variables between threads.(mono bug)

    Generation time optimization
    V10.3 : (256*256*256 voxels) Generation Time : 0.36s :
    TerrainServer.jpg

    V9 : (96*144*96 voxels) Generation Time : 1.53s
    TerrainServerV9.jpg
     
  38. pushingpandas

    pushingpandas

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    awsome engine. Wish i had the money.
     
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  39. Steelshot

    Steelshot

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    Feb 24, 2015
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    This is a very nice engine you made! Perhaps you could talk to unity into implanting it
    into unity? ;)

    Also, is there a way I can get this? I have emailed you several times but you never respond
     
  40. VicToMeyeZR

    VicToMeyeZR

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    Not true actually. There is one, where you can actually fly down from space to planet level in real time.
     
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  41. dyox

    dyox

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    Last edited: Oct 29, 2015
    Tethys likes this.
  42. dyox

    dyox

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    TerrainEngine V10.4 available :
    -Server optimization
    -Client/Server sync optimization
    -New XML Export/Path system
     
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  43. Steelshot

    Steelshot

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    Yet you advertise others products who do the same. I have you know this owner messages back everytimr
     
  44. VicToMeyeZR

    VicToMeyeZR

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    Is it these?
    or this?

    Please make up your mind. :mad:
     
  45. dyox

    dyox

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    I respond to all serious emails.
    I receive a lot of emails asking me where download TerrainEngine, if it's possible to just have a part of system X or Y, if i can give TerrainEngine for free,etc...
    So I'm sorry if I have not responded to your email , you can send me it again.
     
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  46. Steelshot

    Steelshot

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    Feb 24, 2015
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    Say, you haven't showed us the 2d tiles yet. Do those have biomes too? Also I was reading you features again saying you can place certain grass rocks etc in certain biomes. Could you create random structures by making a prefab and doing it like a certain type of tree except make it extremely rare?
     
  47. dyox

    dyox

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    Aug 19, 2011
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    Are you talking about this :


    Yes, you can place any prefab you want ( like trees ), set where it spawn (altitude,biome type,depth, density, noise placement, noise scale,etc..)
     
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  48. Steelshot

    Steelshot

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    Feb 24, 2015
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    I see... well, I made a kickstarter for my game so I can raise mmoney for the engine to use lol.
     
  49. Steelshot

    Steelshot

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    Feb 24, 2015
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    Hi, I just noticed that you are from france. I am sorry to what happened to your country.

    Could you show us what the interface looks like when making diffrent blocks or biomes?
     
  50. dyox

    dyox

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    Aug 19, 2011
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    1 TerrainEngine Palette : Palette that contains each voxel type/material
    -Voxel Type : Opaque, Transparent, Fluid
    -LocalShader : Used for voxel physics, when voxel object is created from falling blocks
    -ColorGenerator : A Generator that will return Color for each vertex, usefull when your shader use a color (like on smooth colored example or on CubeWorld example)

    All processors are independent and operate as plugins.
    01-Palette.jpg

    2 TreesProcessor : Used to spawn gameobjects on biomes
    -Multiple selection
    -Drag and drop your prefabs
    -Top or Bottom objects (liana,etc)
    -Auto align to the ground
    -Pooling
    -Multi-threaded LOD
    -Procedural cross-plane LOD (used for trees)
    -Global Density, Density per biome, Density per object
    -Biome/Altitude/Depth/Noise placement
    02-GameObjects.jpg


    3 Grass Processor : Combine textures and create combined grass mesh
    -Grass resolution can be different than terrain resolution. Used to reduce drawcalls
    -Fading system
    -Distance based
    -Multi-threaded mesh combiner
    -Biome/Scale/Altitude/Depth placement
    -Accept mesh and texture, you can add a custom mesh with different textures
    03-Grass.jpg


    4 Biomes : Create your biomes one by one and link them into one biome
    -Improved LibNoise library
    -Fast biome creation with presets and GUI
    -Each noise can be a biome (IsBiome toggle), if this toogle is on, the noise name will appear as biome on all other processors

    04-Noises.jpg


    5 TerrainEngine Menu : Fast and complete menu to create a game in few seconds
    -Complete in Editor Tutorial ( Help you to create a new scene from scratch with a lot of tool-tips and descriptions)
    -Complete tools to :
    Active/Disable objects when terrain 'Loading Start / Loadind End / Local Terrain Loaded'
    Enable/Disable scripts when terrain 'Loading Start / Loadind End / Local Terrain Loaded'
    Set Up a camera
    Set Up an object using TerrainEngine physics (Player,Units,Vehicules,etc..)
    -Biome Exporter : Export your scene biomes to XML for your external server
    -Unity Terrain Importer : Convert your unity Terrain to Voxel Terrain
    -Add Processors one by one
    05-Menu.jpg


    All Processors use one Base Class : 'IBlockProcessor'
    This class handle world events and all functions can be overrided to create your own systems

    Code (CSharp):
    1. public class YourProcessor : IBlockProcessor
    2. {
    3. // Here you can create everything you need for your game
    4. // Fluids
    5. // VoxelPhysics
    6. // Grass / Trees / Details / GameObjects
    7. // GUI
    8. // IA
    9. // Inventory
    10. // Pathfinding
    11. // etc..
    12. }
    Processors work with the server.
    Everything is sync when using an external server (Server Scene on TerrainEngine).
    When playing in local, Client create an internal server that works exactly like an external server (without TCP).
    Code once, and it will works in Local and MultiPlayer. No need to create many differents class to manage the same system server side and client side
     
    Last edited: Nov 18, 2015
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