Unity 131km Octree Terrain Generation (OLD)

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  • เผยแพร่เมื่อ 24 ธ.ค. 2024

ความคิดเห็น • 76

  • @santitabnavascues8673
    @santitabnavascues8673 4 หลายเดือนก่อน

    Geometry clipmaps. I remember seeing an article about them. They rendered half of the United States like that in D3D9. Great job 😊

    • @jed0378
      @jed0378  4 หลายเดือนก่อน +1

      Actually not! The terrain uses Surface Nets and a 3D texture to generate the underlying meshes (which support overhangs and caves, something not possible with clipmaps).
      I eventually want to implement those in my new revised system for further away chunks

    • @santitabnavascues8673
      @santitabnavascues8673 4 หลายเดือนก่อน

      @jed0378 oh, the lod meshes said other story. Good job anyway 🙂

  • @jefm32
    @jefm32 3 ปีที่แล้ว +7

    0:18 Look, it's a CPU!

    • @jed0378
      @jed0378  2 หลายเดือนก่อน

      It looks similar yea lol!

  • @vxrco
    @vxrco 3 ปีที่แล้ว +12

    wow, very inspirational message. Thank you Jed

    • @jed0378
      @jed0378  3 ปีที่แล้ว +1

      No thank YOU! Haha gottem

  • @gamingape4314
    @gamingape4314 3 ปีที่แล้ว +1

    When will this vid get #1 in gaming

    • @jed0378
      @jed0378  3 ปีที่แล้ว

      In -5 years, I hope

  • @Moonz97
    @Moonz97 3 ปีที่แล้ว +4

    That's impressive! Does it have a mesh collider?

    • @jed0378
      @jed0378  3 ปีที่แล้ว +1

      Yup!

    • @10bokaj
      @10bokaj 2 ปีที่แล้ว +4

      @@jed0378 how? unity lags very much when updating a mesh collider

    • @jed0378
      @jed0378  ปีที่แล้ว

      @@10bokaj I don't update the mesh collider everytime I generate a new chunk, plus, in the worst case scenario there's only one chunk that generates per frame so only one mesh collider that gets created per frame. Iirc there was also a way to generate mesh colliders in other threads and send them back to the main thread when they're finished building.

  • @BastionKadabr
    @BastionKadabr 3 ปีที่แล้ว +1

    hello, please tell me in the scene view when the right mouse and wheel what is it ? in your video, too

    • @jed0378
      @jed0378  3 ปีที่แล้ว +1

      What do you mean by this?

    • @BastionKadabr
      @BastionKadabr 3 ปีที่แล้ว

      @@jed0378 I don't know) a square with numbers in percent , I have U 2019 from 0.1 to 2, when I hold down the right mouse button as hot keys and turn the wheel

    • @BastionKadabr
      @BastionKadabr 3 ปีที่แล้ว

      @@jed0378 I'm lying , not percentages but x, from 0.01 x to 2.0 x

    • @MegaVek
      @MegaVek 3 ปีที่แล้ว

      @@BastionKadabr It's the speed multiplier of the in-editor camera

    • @BastionKadabr
      @BastionKadabr 3 ปีที่แล้ว

      @@MegaVek I do not understand I can't see or feel it

  • @muzhikiviche3599
    @muzhikiviche3599 3 ปีที่แล้ว +11

    NO.
    WAY.
    I have no words. You unity skills, they a- are- I can't- I'm at a loss of words. Not only did you make a terrain generator, but it can generate up to 131 kilometers? Let me repeat : KILOMETERS. As in 1000 meters. I never thought that in my lifetime someone would achieve this. I am truly amazed.

    • @cole0096
      @cole0096 3 ปีที่แล้ว

      Ur mom

    • @jed0378
      @jed0378  3 ปีที่แล้ว +1

      Yup, the terrain is indeed pretty big. Thanks for the encouragement!

    • @Mikelica69
      @Mikelica69 3 ปีที่แล้ว

      @@cole0096 XD

    • @vxrco
      @vxrco 3 ปีที่แล้ว

      I forgot this existed bro

  • @lionelstanway8714
    @lionelstanway8714 3 ปีที่แล้ว +1

    Best video ever

    • @jed0378
      @jed0378  3 ปีที่แล้ว

      Nah bro your hitman videos are better

  • @cole0096
    @cole0096 3 ปีที่แล้ว +2

    Would love to use it but i feel like id be better off making my own in c++

    • @jed0378
      @jed0378  3 ปีที่แล้ว +1

      Very true, and you could make a c++ plugin and use it in Unity too

    • @vxrco
      @vxrco 3 ปีที่แล้ว

      @@jed0378 very true and u can make the bisectors as well

    • @cole0096
      @cole0096 3 ปีที่แล้ว

      @@jed0378 I meant along with my own engineering

    • @jed0378
      @jed0378  3 ปีที่แล้ว

      @@vxrco The bisectors do work, but the polynomial distribution meme comedic moment also works very nicely with the system

    • @muzhikiviche3599
      @muzhikiviche3599 3 ปีที่แล้ว

      @@jed0378 Schizophrenia is a psychiatric disorder characterized by continuous or relapsing episodes of psychosis.[5] Major symptoms include hallucinations (typically hearing voices), delusions, and disorganized thinking.[7] Other symptoms include social withdrawal, decreased emotional expression, and apathy.[5][13] Symptoms typically come on gradually, begin in young adulthood, and in many cases never resolve.[3][7] There is no objective diagnostic test; diagnosis is based on observed behavior, a history that includes the person's reported experiences, and reports of others familiar with the person.[7] To be diagnosed with schizophrenia, symptoms and functional impairment need to be present for six months (DSM-5) or one month (ICD-11).[7][11] Many people with schizophrenia have other mental disorders that often includes an anxiety disorder such as panic disorder, an obsessive-compulsive disorder, or a substance use disorder.[7]

  • @aster1sk294
    @aster1sk294 3 ปีที่แล้ว

    Make something with this! This is really neat!

    • @jed0378
      @jed0378  3 ปีที่แล้ว

      Thanks! I am in fact, working on a game that uses this!

  • @LuccDev
    @LuccDev 3 ปีที่แล้ว +2

    Which algorithm do you use ? Dual contouring ? Surface nets ? How do you stitch different LOD levels ?
    Good job anyways, it looks good !

    • @jed0378
      @jed0378  3 ปีที่แล้ว +2

      I used surface nets, and a trick to (kinda) hide the seams. Basically what it does is create a 2d surface that is perpendicular to each chunk's face. Kinda like skirts if you've worked with marching cubes, though it's worse since surface nets moves z the vertices at the chunk border.

    • @LuccDev
      @LuccDev 3 ปีที่แล้ว

      @@jed0378 I see. Nice! Thanks for your reply

  • @darkmattergamesofficial
    @darkmattergamesofficial 2 ปีที่แล้ว

    Great. Do you get the floating point issue with shadow maps when far from the origin?

    • @jed0378
      @jed0378  ปีที่แล้ว

      Yep. With the default unity origin everything just starts to breakdown when you get a few thousand kms away from the world origin. A floating origin would probably fix this but I haven't implemented that.

    • @darkmattergamesofficial
      @darkmattergamesofficial ปีที่แล้ว

      @@jed0378 That is what I am thinking. For my currently released game the map size is only 10kms square, and even then at the very edges the shadows will flicker in default unity. Had to get a shadow (NGSS) asset to somewhat fix it!
      Next game I will definitely need some kind of floating origin system if I want a larger world, or perhaps a different way to render shadows.

  • @DerClaudius
    @DerClaudius 3 ปีที่แล้ว +6

    That's massive! (waiting for the mom jokes)

    • @jed0378
      @jed0378  3 ปีที่แล้ว +1

      Hehe, thanks though!

    • @darkfllame
      @darkfllame ปีที่แล้ว +1

      LIKE YOUR MOM !

    • @DerClaudius
      @DerClaudius ปีที่แล้ว

      @@darkfllame took you long enough

    • @darkfllame
      @darkfllame ปีที่แล้ว +1

      @@DerClaudius the time youtube needed to show me this video ;)

  • @RandomProduct
    @RandomProduct 3 ปีที่แล้ว +1

    Wait, how'd you get to 99x speed??

    • @jed0378
      @jed0378  3 ปีที่แล้ว +2

      There's a editable limit that you can change in the editor

    • @RandomProduct
      @RandomProduct 3 ปีที่แล้ว +2

      @@jed0378 this... This changes everything.
      It also means I should look really through the editor settings every time Unity gets a new year version.

  • @pandacommando3540
    @pandacommando3540 2 ปีที่แล้ว

    I am unfamiliar with unity. Did you have to set your far clipping distance super high or is there some kind of non linear depth buffer?

    • @jed0378
      @jed0378  2 ปีที่แล้ว

      Yep that's basically what I did, I set my nearest clip plane to like 10m and the furthest clip plane to 10km or something like that.

  • @thedrumminggamer1064
    @thedrumminggamer1064 ปีที่แล้ว

    Any resources for this ?

    • @jed0378
      @jed0378  ปีที่แล้ว

      I have my old github repo where I worked on the project. I didn't touch it since late 2020 though so it's considered dead at the moment. github.com/jedjoud10/Voxel-World-Package

    • @jed0378
      @jed0378  ปีที่แล้ว

      I'm back working on this. There's some new videos I posted showcasing the new version of the terrain generator. I'm currently working on the repository internally but I can make it public any time

  • @gamingape4314
    @gamingape4314 3 ปีที่แล้ว +3

    whos the sad CLOWN that disliked this vid bro

    • @jed0378
      @jed0378  3 ปีที่แล้ว

      Dunno g

    • @t3st3d
      @t3st3d 2 ปีที่แล้ว

      now this is at zero dislikes because of yt

  • @t3st3d
    @t3st3d 2 ปีที่แล้ว

    amazing

    • @jed0378
      @jed0378  ปีที่แล้ว

      Thanks! :)

    • @t3st3d
      @t3st3d ปีที่แล้ว

      @@jed0378 your welcome

  • @MrKiraa
    @MrKiraa 2 ปีที่แล้ว

    oh boy

    • @jed0378
      @jed0378  2 หลายเดือนก่อน

      oh boy indeed

  • @markd5622
    @markd5622 3 ปีที่แล้ว

    Is it also GPU surface net?

    • @jed0378
      @jed0378  3 ปีที่แล้ว

      Yup! This is also ran on the GPU

    • @markd5622
      @markd5622 3 ปีที่แล้ว

      @@jed0378 awesome! Any plans to share on GitHub ?

    • @jed0378
      @jed0378  3 ปีที่แล้ว

      @@markd5622 Yup, I do have a repo and I will make it public when I finish cleaning up some of the stuff, though sadly there are still gaps between the terrain since I use a dual method for the mesh generation

  • @Mikelica69
    @Mikelica69 3 ปีที่แล้ว

    WOW

    • @jed0378
      @jed0378  2 หลายเดือนก่อน

      hehe

  • @usualspace3247
    @usualspace3247 3 ปีที่แล้ว

    Massive

    • @jed0378
      @jed0378  3 ปีที่แล้ว

      Hehe yup!

  • @bushyncharge
    @bushyncharge 3 ปีที่แล้ว +2

    Po

    • @jed0378
      @jed0378  3 ปีที่แล้ว

      Indeed.