Swarm World Post 3

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

Continuing with procedural generation I have decided to create some spaceships for players to explore. Starting with a width and a height I can create a floor with surrounding walls like so:

This system has a few caveats, it is in blueprint, so it is slow, it doesn't allow for higher ceilings or corridors/multiple rooms/doors/windows and doesn't separate the building of floors and walls. Ideally there would be different fuctions for floors, ceilings, inner walls, outer walls and furniture. 

Seperate functions allow easy modification and implementation of higher ceilings, external walls and columns in the corners

Room creation seperated out into floor (above) and walls (below)

Ceiling creation function goes the same as the floor:

I don't think the modular assets I am using were really designed with high ceilings in mind as I have had trouble with z fighting and with a bit of a bodge job with getting the initial height of the ceiling (see below), I am also getting issues with light leaking through between meshes when viewed at certain angles, but these issues can wait until my C++ implementation of the class.

Z fighting (left) and light leaking (right)