Infinite Voxel Terrain Plugin

Multithreaded Voxel Terrain Generator with region-based loading, vertical scaling, and Multiplayer support.

  • サポートされたプラットフォーム
  • サポートされたエンジンバージョン
    5.2 - 5.4
  • ダウンロードのタイプ
    エンジン プラグイン
    この製品には、コード プラグインが含まれており、ビルド済みのバイナリと Unreal Engine に統合される全ソースコードが完備されています。任意のエンジン バージョンにインストールし、プロジェクト毎に有効化することが可能です。

The Infinite Voxel Terrain Plugin is a powerful voxel terrain generator intended for those who wish to build a block game.

It leverages multithreading to generate terrain chunks in parallel, ensuring rapid and efficient world creation. Designed for multiplayer environments, it fully replicates voxel modifications and saved data, with a region-based system that focuses only on the relevant areas of the world, optimizing network performance.

The seamless region based voxel data system provides efficient management of your voxel data, grouping it by regions to load and save only what’s necessary.

Vertical chunk system dynamically adjusts to the number of chunks needed on the vertical axis, offering virtually unlimited build heights.

FastNoise2 integration enables quick and versatile noise generation, a (not included) graph-based noise tool can be used to design and preview different terrain types, (currently only supports 2D noise)

Adding new voxel types is straightforward—just update the list with the material and texture, and it’s ready for use.

Please join our Discord!

All are welcome! If you want to drop by and ask questions before purchasing, feel free!

Recommended skills to get started:

  • Basic understanding of C++ - You don't have to know C++ to run this plugin, however, if you want to modify this plugin to meet your game's needs, you will likely end up needing to do a little bit of C++ code. Currently there is no blueprint support for defining terrain generation, but it may be supported in the future. Don't worry though! We will do our best to assist you along the way! Please message us on Discord for any questions or to get help.

To modify core components of the plugin you will benefit from:

  • Some experience with Multithreading - As this plugin aims to be as powerful as possible, we make heavy use of FRunnables and AsyncTasks. As such, a general understanding of these concepts will be beneficial to those wanting to dig deep under the hood. We have provided class abstractions to hopefully minimize the need of this skill, and intend to provide further abstractions, but be aware it is a factor.
  • A basic grasp on UE's Client Server model, and multiplayer in general - If you wish to modify multiplayer parts of this plugin.

This Plugin Currently Supports:

  • Multithreaded Chunk Generation
  • Multiplayer (Supports Both Listen and Dedicated Server)
  • Save/Load System (Seamless, Region Based)
  • FastNoise2 (2D Noise Only)
  • RealtimeMeshComponent 5.2.0 Core
  • Vertical Chunk System for Nearly Infinite Build Height/Depth
  • Transparent Voxels (limited implementation, more elaborate implementation planned)

This Plugin Currently Does NOT Support:

  • Lumen
  • Nanite
  • Cave Generation
  • Smooth Realistic Terrain / Marching Cubes

Possible Upcoming Features

  • 3D Noise
  • Blueprint Exposure to Noise Generation
  • Foliage
  • Water
  • Better Biome System
  • New Voxel Shapes (Half Block, Stairs, etc.)
  • LODs
  • Various QoL and Visual Improvements
  • Code overhaul to improve readability and scalability


NOTES:

This is an early release of the Infinite Voxel Terrain plugin. As such, we are offering it at an early adopter price. Substantial updates are planned to extend this plugin.


DISCLAIMER: The terrain generated by this plugin is technically not infinite, memory and hardware limitations apply

Although a small amount of AI generation was used in the creation of this plugin, the tool was developed entirely by the publisher over several years.

テクニカルノート

Features:

  •  Multithreading - Chunks are generated in parallel on threads for fast generation.
  •  Multiplayer - Full replication of Voxel modification and saved data. Uses the region system mentioned below to only replicate relevant data.
  •  Seamless "Region" Based Voxel Data System - Voxel data is saved and loaded by "region" (different from Unreal's World Partition). Grouping by region allows us to only consider the relevant parts of the world.
  • Vertical Chunk System - Dynamically determines how many chunks we need on the vertical axis, giving us an essentially infinite build-height.
  • FastNoise2 integration - Allows for fast noise generation. It also allows us to use the corresponding graph-based Noise Tool (Infinite Voxel Terrain currently only supports 2D noise)
  • Easy Addition of New Voxel Types - Simply add a new element to the list, and specify a material and texture.

Code Modules:

  • InfiniteVoxelTerrain
  • RealtimeMeshComponent 5.2.0
  • UnrealFastNoise2

Network Replicated: Yes (Fully replicated, with support for both Listen and Dedicated Servers)

Supported Development Platforms: Windows

Supported Target Build Platforms: Windows

Documentation

Demo Project