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Mídia 1 do anúncio WorldGen — Infinite Procedural Terrain | Runtime Streaming | Multiplayer | UE5
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Descrição

WorldGen is a runtime C++ plugin for Unreal Engine 5 that generates infinite procedural terrain with async chunk streaming, layered noise, biome blending, and foliage scattering — all without blocking the game thread.

Drop WorldStreamingManager into your level and get a fully streaming open world in minutes.

  • V1.1 adds a dedicated dense grass system with player-radius culling, per-asset radius control.

  • V1.2 adds hydraulic erosion — particle-based droplet simulation that carves valleys, sharpens ridges, and deposits sediment.

  • V1.3 adds multiplayer support — terrain streams around every connected player simultaneously. Dedicated servers build collision only.

  • V1.4 adds terrain deformation (experimental) — sculpt terrain in real-time with spherical brushes.

  • V1.5 adds distance-based LOD — configurable resolution tiers per ring distance.

  • V1.6 adds three production fixes: floating-point precision fix for extreme world distances, and erosion safeguards.

  • V1.7 overhauls grass and foliage: GrassGridSize (world-space fixed spacing, enables near/far tree stacking), natural grass clustering, foliage on new chunks as player moves, ISM foliage (no BVH spike), and CLMNoise (no third-party dependencies).

  • V1.8 adds Exclusion Volumes — place a box in your level to flatten terrain, suppress foliage and grass, and create a clean area for hand-authored level content.

  • V1.9 adds the Actor Spawner system and terrain query API. SampleTerrainAt() returns height, slope, normal, and all biome blend weights in one synchronous call. WorldGenSpawnerAsset data assets scatter real Actors around the player — ore nodes, harvestable plants, enemy spawn points — filtered by biome, slope, and height. Consumed positions (mined/collected actors) are tracked and can be saved/restored across sessions.

  • V1.10 Spatial Biomes — Temperature + humidity noise, four biome zones (Tundra / Boreal / Desert / Tropical), per-biome snow/rock/grass thresholds, desert sand layer, smooth bilinear blending.

  • V1.11 adds runtime navigation mesh support.

  • V1.12 adds a procedural road and settlement network. Settlements are placed deterministically.

  • V1.13 expands the road network with bridges and roadside props.

Playable Demo
V1.12.2 Road Meshes and Junctions
V1.12.1 Procedural Road Network
V1.11 Infinite AI Navigation
V1.10 Spatial Biomes
V1.9 Spawn Actors Resources NPCs
V1.8 Exclusion Volumes

V1.7 Grass Upgrade
V1.6 Critical Fixes

V1.5 Terrain LOD System

V1.4 Runtime Terrain Deformation

V1.2 Erosion

V1.3 Multiplayer Support

V1.1 Dense Grass

V1.0 Preview

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CORE FEATURES

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▸ Infinite Chunk Streaming — actor pool, no spawn/destroy overhead

▸ Async Mesh Generation — geometry built on a thread pool. Game thread never blocked.

▸ Async Collision Cooking — bUseAsyncCooking enabled by default.

▸ Seamless Chunk Normals.

▸ Layered Noise Stack — up to N layers. Layer 0 acts as a continental mask.

▸ CLMNoise — Perlin, Simplex, Cellular, Ridged Multifractal, Domain Warp.

▸ Domain Warping — global warp offsets applied before all layer evaluation.

▸ Biome Blending — vertex color weights for Grass / Rock / Snow / Beach / Underwater.

▸ Spatial Biomes (V1.10) — Temperature + humidity noise selects biome per world position. Tundra, Boreal, Desert, Tropical with smooth bilinear blending between all four zones.

▸ Per-Biome Thresholds (V1.10) — independent Snow Start, Rock Start, and Grass Multiplier per biome. Blends smoothly at zone boundaries.

▸ Beach Layer — configurable height band above sea level, baked into UV1.x.

▸ ISM Foliage System — BiomeFoliageAsset data assets, no BVH spike on chunk load (V1.7). Optional HISM per entry.

▸ Foliage on New Chunks (V1.7) — foliage appears as player moves, not just at spawn.

▸ Dense Grass System — ISM ground cover on radius-based world-snapped grid.

▸ GrassGridSize (V1.7) — fixed world-space spacing independent of radius. Safe near/far tree stacking.

▸ Grass Clustering (V1.7) — natural groupings with world-space-fixed centers. Deterministic.

▸ Near/Far Tree Pattern (V1.7) — same GridSize = same positions = collision only where it matters.

▸ Hydraulic Erosion — particle droplet simulation, fully async.

▸ Slope Sink Depth — auto-corrects floating blades on slopes.

▸ Terrain Deformation — real-time spherical brushes, persistent across chunk rebuilds. (Experimental)

▸ Distance-Based LOD.

▸ Road Network — A* terrain-following roads with dynamic expansion.

▸ Floating-Point Precision Fix — eliminates texture stretching at 2M+ world units.

▸ Multiplayer Support — streams around all connected players. Per-player gravity delay.

▸ Dedicated Server Mode — collision geometry only. Visual components skipped.

▸ Exclusion Volumes — flatten terrain and suppress foliage in a placed box region. Toggle flatten/foliage independently.

▸ SampleTerrainAt() — synchronous terrain query returning height, slope, normal, and all biome blend weights. Blueprint-callable.

▸ GetHeightAtWorldPos() — terrain Z at any world XY, safe to call every frame.

▸ Actor Spawner System — WorldGenSpawnerAsset data assets scatter real Actors around the player, filtered by biome, slope, and height. Streaming radius-based, rate-limited, deterministic.

▸ Consumed Positions — track mined/collected actors per session. Save/restore key list for persistence across sessions.

▸ Runtime Navigation — auto-spawned NavMeshBoundsVolume follows the player, compatible with Nav Invoker-based AI characters.

▸ Water Plane — follows player, covers full view distance.

▸ Editor Preview — Preview Terrain / Clear Terrain buttons.

▸ Procedural roads & settlements — deterministic seed-based towns, planar RNG road graph, slope-weighted A* routing, water avoidance + causeways, terrain-graded roadbeds, settlement flatten pads, and through / T junctions, rendered as spline-mesh roads

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TECHNICAL HIGHLIGHTS

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▸ Pure C++ runtime — Blueprint-friendly exposed parameters

▸ ProceduralMeshComponent-based geometry

▸ CLMNoise — original noise library.

▸ Seeded RNG per chunk — deterministic foliage, grass, and actor placement

▸ Terrain Coverage readout in Details panel

▸ Collision independently toggleable per asset entry for grass and foliage

▸ Listen server, client, and dedicated server — no additional setup required

▸ Nanite compatible

▸ Actor Spawner

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INCLUDED

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▸ Full C++ source

▸ Pre-built landscape material with biome blending

▸ Sample foliage and grass data assets (grass biome)

▸ Sample tree and pine meshes with materials

▸ Sample spawner data asset and demo actor

▸ Demo map

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PERFECT FOR

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Open-world games, survival games, RPGs, exploration prototypes, and any project needing infinite streaming terrain, biome-aware resource placement, and hand-authored content areas — without writing low-level noise, chunk management, or terrain query code from scratch.

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ADDITIONAL NOTES

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Requires the ProceduralMeshComponent plugin (bundled with Unreal Engine 5, enabled by default).

Actor Spawner system is single-player only in V1.9. Multiplayer replication planned for V1.10.

Roads render with a road mesh + material you assign (a sample is included); terrain grading and the UV1.G tarmac weight work even with no road mesh assigned.

Formatos incluídos