Daily Archives: February 19, 2021

Progress…

Alot of you may think im spending time with the newly released Flax Engine, not really… i created a “Test Scene” for it, and worked out well, but, nothing could be farther from the truth. Ever since i started the JE idea, ive always wanted a true “Open World” experience, but had performance probs, not anymore…

SECTR by Procedural Worlds is key. I can now chunk stream terrain and more. But SECTR basicly needs to be added towards the end of a project, in order to know what objects to be processed. Im also using a new system for procedural spawning. So in my spare time ive created an “open world” project in Unity, that im totally addicted to…

A complete large scale island, free to explore, open world survival, all types of enemies/creatures to encounter. Everything from a pre-historic crab, to a dinosaur, or other human contacts, your choice… Wanna be a wuss and follow the shoreline, to get to the other side of the island?, go ahead…, you will still encounter sea turtles, pre-historic crabs, etc. Wanna cut straight through the island, and encounter more enemy, and have a challenge? Once again, up to you…

SS of said project running at 80FPS base, 2019 4.8f1 (LTS), with 40% foliage added. This is a Gaia created terrain, of a large island (2048×2048), Builtin renderer, PPE and Beautify combo for camera effects, and a new controller with alot more function then UFPS v1.7.5. In the raft to the right, you will find food, a bow, and some arrows. (yes hunger and thirst is planned). Dont let anyone tell you Unity cant do something, or is a lesser engine, Unity is an endless learning tool. The JE intro level demo is almost done (Builtin), just waiting on set up of hosting:

Now, isnt that the dream of all of us devs? To always progress forward, learn, to create that 1 great vision you had when you started your journey, with the gained knowlege, and newest tech?. I never neglect JE, i work on it for 4 hours a day, the remaining 2-3 hours i work on this project…