Smooth voxel terrain editor in gameplay3d

Over the last couple of weeks I’ve spent some more time on our PolyVox+gameplay3d integration, and have added some basic editor functionality. Here’s how it looks at the moment:

You can paint on the terrain with the various materials, and there is also functionality to edit the shape of the terrain. This can even run on my mobile phone at a slow but useable 10-15fps. I realise the labels say ‘Brush Size’ twice, the second one should actually say ‘Brush Intensity’.

The main reason that I’m doing this is as research into the best way to handle multiple materials within a smooth voxel terrain. These have always presented a problem withย  modelling and also with making nice material transitions. I think I’ve made some significant breakthroughs here so I’m hoping to write a research paper on the coming months… so if you want details on how it’s done you’ll have to wait for the that ๐Ÿ˜‰

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About David Williams

David is a post-doctorate researcher at the University of Groningen, The Netherlands, where he is investigating GPU computing. Prior to this he worked in the games industry and wrote graphics/engine code for a number of PC/PS3/XBox titles. As well as making games he occasionally enjoys playing them, and also sometimes gets outside to do some photography.

5 thoughts on “Smooth voxel terrain editor in gameplay3d

  1. The exact plan isn’t clear… I’m mostly doing this for research purposes at the moment. I had to make some local PolyVox enhancements which will get brought across to the main repo, but I don’t think we’ll release the integration code. We’ll probably release a demo though.

    We might end up selling PolyVox integrtion code (not just for gameplay3d but other engines too) for people who don’t want to write it themselves. Or maybe we should focus on bringing Voxeliens to mobile? For now we’re just playing with different ideas ๐Ÿ™‚

  2. Pingback: Sculpting smooth voxel terrains in Unity3D - Volumes Of Fun

  3. It’s now 2014. What is happening to this because I really, really need this in my current game. Is there plans you will release it or explain with examples how it actually works?

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