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November Update

Category: Site
Published: 19 November 2017

Once again, not many upates on the site, but I have been busy!

I completed the multiplayer rework of my CashGen terrain generator a few weeks ago...finally! You can now have multiple players running around in the same level with terrain being dynamically spawned around each one, with LODs, and all merged properly when players are sharing the same space.

I've just completed the usual UnrealEngine version update task to 4.18, and changed all plugins to Unreal's new Include What You Use include pattern.

Next up is starting to work on the biome definitions. I'm designing the data model to allow designers to create blueprints that define the terrain generation and prop scattering parameters, and then configure how these biomes are blended into the final output. Should be done in the next few weeks, maybe sooner.

Also on the to-do list is a new tutorial video, as the configuration and setup process is a fair bit different since I merged the multliplayer refactoring branch.

https://github.com/midgen/cashgenUE

September Update

Category: Site
Published: 07 September 2017

I've been terrible at updating the site recently, but fortunately not because I've been lazy!

Full steam ahead on a new project at work, plus I've been plugging away at adding multiplayer support to the procedural terrain generation plugin. There's a quite rough WIP branch if anyone is interested :

https://github.com/midgen/cashgenUE/tree/MULTIPLAYER_SUPPORT

Keep an eye on twitter for updates!

May Update

Category: Site
Published: 04 May 2017

The silence is broken. I've been taking a break from extra-curricular coding for a few weeks. My usual timetable of 1-2hours 'my time' coding before heading into the studio is great productive time but it does get tiring, you need to know when to take a break!

I've also been speaking both at the local Unreal Engine User Group, and at internal Programmer's Guild meetings here at Ubisoft Blue Byte, both on my procedural terrain system and the GOAP planner work.

My public github repos have had a bit of a tidy, various issues and minor features that were backlogged have been sorted out in UnrealFastNoise and CashGen. I'm still to get to work on a solid GOAPer demo after the very rusty version I hacked together for the talks.

More updates soon, in the meantime follow my Twitter which gets updated much more regularly with what I'm up to.

December Update

Category: Site
Published: 12 December 2016

Whoops, been a while since the last blog post, here's an update.

I've completed a big refactor of the CashGen terrain plugin. The core framework is now pretty solid, far better performance and reduced memory footprint over the original code. I've been trying out a few different erosion algorithms to make more natural terrain and I'm pretty happy with the way they've turned out. Here's a vid :

{youtube}JPoEjBIOzY4{/youtube}

Next up, materials, and foliage.

Other than that, time has been taken up some some other UE prototypes and general business in the run up to Christmas (and being ill). If I'm not updating the blog, keep an eye on Twitter :)

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