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
@@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.
@@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
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.
@@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]
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.
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.
@@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.
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
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
@@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
Geometry clipmaps. I remember seeing an article about them. They rendered half of the United States like that in D3D9. Great job 😊
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
@jed0378 oh, the lod meshes said other story. Good job anyway 🙂
0:18 Look, it's a CPU!
It looks similar yea lol!
wow, very inspirational message. Thank you Jed
No thank YOU! Haha gottem
When will this vid get #1 in gaming
In -5 years, I hope
That's impressive! Does it have a mesh collider?
Yup!
@@jed0378 how? unity lags very much when updating a mesh collider
@@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.
hello, please tell me in the scene view when the right mouse and wheel what is it ? in your video, too
What do you mean by this?
@@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
@@jed0378 I'm lying , not percentages but x, from 0.01 x to 2.0 x
@@BastionKadabr It's the speed multiplier of the in-editor camera
@@MegaVek I do not understand I can't see or feel it
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.
Ur mom
Yup, the terrain is indeed pretty big. Thanks for the encouragement!
@@cole0096 XD
I forgot this existed bro
Best video ever
Nah bro your hitman videos are better
Would love to use it but i feel like id be better off making my own in c++
Very true, and you could make a c++ plugin and use it in Unity too
@@jed0378 very true and u can make the bisectors as well
@@jed0378 I meant along with my own engineering
@@vxrco The bisectors do work, but the polynomial distribution meme comedic moment also works very nicely with the system
@@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]
Make something with this! This is really neat!
Thanks! I am in fact, working on a game that uses this!
Which algorithm do you use ? Dual contouring ? Surface nets ? How do you stitch different LOD levels ?
Good job anyways, it looks good !
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.
@@jed0378 I see. Nice! Thanks for your reply
Great. Do you get the floating point issue with shadow maps when far from the origin?
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.
@@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.
That's massive! (waiting for the mom jokes)
Hehe, thanks though!
LIKE YOUR MOM !
@@darkfllame took you long enough
@@DerClaudius the time youtube needed to show me this video ;)
Wait, how'd you get to 99x speed??
There's a editable limit that you can change in the editor
@@jed0378 this... This changes everything.
It also means I should look really through the editor settings every time Unity gets a new year version.
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?
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.
Any resources for this ?
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
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
whos the sad CLOWN that disliked this vid bro
Dunno g
now this is at zero dislikes because of yt
amazing
Thanks! :)
@@jed0378 your welcome
oh boy
oh boy indeed
Is it also GPU surface net?
Yup! This is also ran on the GPU
@@jed0378 awesome! Any plans to share on GitHub ?
@@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
WOW
hehe
Massive
Hehe yup!
Po
Indeed.