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File multimediali per l'articolo GeoForgeRuntime - Block-Based Cubic World: 1
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Descrizione

Video - Documentation - Discord

GeoForgeRuntime is a C++ terrain toolkit for Unreal Engine 5.7 and 5.8 that builds streamed, editable block worlds and playable cube-sphere planets. Place the GeoForge Editable World Actor, select a world shape, configure the profiles and materials you want, and use Blueprint or C++ to dig, place, query, save, and replicate terrain.

Requires Unreal Engine's ProceduralMeshComponent plugin to remain enabled.

Build planar infinite worlds, finite maps, planar islands, floating islands, or fully spherical block planets. Editable planets reuse the same biome, block, material, save/load, structure, and multiplayer systems as planar terrain. A separate lightweight Surface Planet Actor is included for non-editable visual worlds.

Planet gameplay support includes radial gravity for Characters and physics bodies, distance-based falloff, player-up alignment, an optional first/third-person planet camera, startup collision readiness, localized collision streaming, radial trees and clouds, and an optional ocean shell with localized swimming volumes. Async generation and incremental game-thread apply budgets reduce visible hitches, while Balanced and Low Spec / Old PC profiles provide practical starting points.

Key Features

- Planar Infinite, Planar Finite, Planar Island, Floating Island, and Cube Sphere Planet world shapes

- Exact single-block digging/placement, radius edits, structure stamps, generation overrides, targeting, terrain queries, and save/load

- Editable cube-sphere planets with deterministic terrain, biomes, materials, save/load, and optional replicated edits

- Radial gravity plus optional first-person/third-person planet camera components

- Legacy and advanced generation, caves, rivers, coastlines, biome blending, and data-driven features

- Block definitions, shared registries, terrain block profiles, weighted pools, and CSV/DataTable block-sync recipes

- Reusable voxel structures with viewport authoring, static-mesh voxelization, heightmap workflows, and rotated stamping

- Classic procedural, instanced-cube, and marching-cubes render paths

- Built-in trees, clouds, water overlays, planet oceans, and included stylized starter materials/content

- Async chunk/planet generation, readiness events, localized planet collision, exposed-cube rendering, and performance profiles

- Server-authoritative terrain-edit validation with bounded spatial replication for multiplayer and late joiners

- GeoForge Terrain editor mode, custom profile editors, diagnostics, and Blueprint/C++ extension points

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