It’s been a little while since my last update on the progress of integrating Cubiquity with Unreal Engine 4 but plenty has been going on behind the scenes. Since the last video I’ve improved performance, added support for Coloured Cubes terrain, added LOD support, tested large map support and made sure that all of the functionality of Cubiquity is being exposed. A lot of time has just gone into making the code-base more future proof and reducing duplication between the different terrain modes.
Check out the video below to see the new features in motion as well as me just blowing stuff up at the 9:42 mark.
This more or less marks the features I wanted present for the first pre-release, so between now and then I will mostly be working on tidying things up and hopefully adding some initial documentation. I don’t have any ETA on the first release since this is fitting around my full-time job but any information will be posted here and on twitter.
The best place to follow development is the WIP thread on the Unreal Engine Forums.
Please Update for Unreal Engine 4.12
It’s not likely as we have more-or-less wrapped up work on Cubiquity version 1. We are slowly working on version 2 but it will be a complete re-write. More details here (though the exact plan is still unclear): http://www.volumesoffun.com/reflections-on-cubiquity-and-finding-the-path-forward/