Swarm World Post 2
Swarm World is a third person class based PvE looter shooter with procedurally generated terrain and a crashed spaceship players must repair to escape the planet.
Date - August 23 to current | Role - Designer and Developer| Team Size - 1 | Engine - Unreal Engine 5.2
As I progressed through the creation of my landscape I decided to move to coding my landscape in blueprint with the intention of moving the more computationally heavy work back to C++. My 10 year old computer was taking far too long to open the project with the Visual Studio debugger and I was seeing weird bugs with live coding that came and went. I couldn't access a noise function in blueprints, so I found a plugin that provided me with loads of different options and that I could utilise in C++ when the time came:
The next step was populating the landscape with foliage and other meshes. My first attempt was to get a random vertex from my vertices array and spawn a blueprint class of the object, knowing that I knew how to make them destructible later on down the line. This however was not very performant and some messy conversions between local and world space. In the end I used Add Static Mesh Component, with an integer for Asset Density and an array of meshes to populate from:
A new alien material and some mushrooms later and a new landscape with foliage is created every time the blueprint is compiled.
This system doesn't yet allow for things like clusters of assets, the random vertices being unique or changing the size of different assets, but it's a start. A slight modification to use percentage coverage instead (but not really due to random vertices not being unique):