📽 启动视频:v0.1 | 🎦 更新视频:v0.2 | 🚶‍♂️‍➡️ 程序演示 (v0.4):深色 和光 | 🔬 综合教程 (v0.4+) | 📒 阅读手册 | 🧑‍🏫 阅读设置教程 | 📓 阅读演示指南 | 📃 阅读变更日志

最初是一个长期开源项目项目,其基本核心版本在 GitHub 上仍然可用。

📖 概述

即时有机洞穴0.4.2 (IOC) 是一个轻量级插件,旨在在运行时按程序生成潜在的大规模、无缝、可步行/可挖掘/可玩的洞穴系统。具有完整蓝图访问权限的 C++,UE 5.5 至 5.8。

您可以步行穿过、挖掘和运输的程序洞穴。

将洞穴演员放入关卡中,选择一个预设,然后您就拥有了一个洞穴:一个具有碰撞的真实网格,由工作线程上的体素密度场构建。改变种子,你会得到一个具有相同特征的不同洞穴。改变半径,它就会在您观看时重建。

模块化洞穴套件让您可以将各个部分拼凑在一起。即时有机洞穴会自行生成岩石,因此在您绘制样条线的地方隧道会弯曲,在您放置雕刻体积的地方会打开房间,并且不会有两堵墙重复。

从演示开始

插件内包含三张地图。 Each is almost empty, one launcher actor and a PlayerStart, because everything you see is generated when you press Play.

  • The Tour. 264 m through six captioned zones: limestone, a spline tunnel, a crystal hall, an alien hive, terraced strata and a forge you carve with the mouse. A portal at the end drops you into a tunnel that keeps streaming in around you for as long as you keep walking.

  • The Warren. 346 m of tight burrow lit only by your flashlight.屋顶在你身后塌下来,一盏灯在你到达时熄灭,唯一的出路是通过你必须挖掘的岩石塞。

  • 展示柜。带标题的相机飞越八个部分,当你想在不开车的情况下看到一切时。

塑造它

  • 六个预设加上自定义:大隧道、狭窄的狭小空间、开放的洞穴、外星人蜂巢、峡谷地层和有机沃伦。 Convert Preset to Custom copies a preset’s numbers, so you start from something you already like.

  • Tunnels between two points, or along a spline you draw.钻孔始终通过,弯曲保持密封。

  • 雕刻组件(球体、盒子、胶囊)在编辑器中切割房间、门口和侧通道,并通过衰减将它们融入岩石中。

  • 生物群落体积沿洞穴中途改变半径、壁厚、噪音或梯田。 A blend distance keeps the floor walkable across the change.

  • Same seed, same settings, same cave. Every time.

Dig through it

  • CarveAtLocation and CarveAtAim, from Blueprint or C++.

  • The server does the digging and the carve history replicates.晚加入的玩家会看到完全相同的洞。

  • 雕刻用 SaveGame 保存并在流媒体中生存:挖一个洞,走开,回来,它仍然在那里。

  • 雕刻只能移除岩石。重叠任意数量。

  • 每个雕刻都会从缓存的密度场重建洞穴的网格。 On an 80×80×80-voxel cave that takes about a tenth of a second on the development PC, which is plenty for digging and too slow for a minigun.

Dress it

  • Thirteen scatter props, modelled and baked for the plugin: three rocks, two crystals, a geode, a stalactite, a石笋、根、真菌架、卵囊、骨堆和膜。 Two LODs and convex collision each.

  • Scatter layers place them as instanced meshes by slope (floor, wall or ceiling), density and spacing. Align to normal is what hangs a stalactite from the roof.

  • Ten rock sets at 2048², drawn world-aligned, so nothing smears where the cave turns: obsidian, limestone, an alien set with glowing veins, a cave floor, and six from the Warren (flesh-rock, mycelium, rusted shale, calcified bone, wet seep, and玄武岩与地衣)。

让它变大

  • 流媒体管理器在每个玩家周围建造大块洞穴,并释放留下的大块。所有块共享一个网格,因此没有接缝。

  • 体素、三角形和散点实例的预算。 A cave that would blow one is refused with a message naming the limit, instead of freezing your editor.

  • LOD, Bake to Static Mesh (Nanite optional), a NavMesh rebuild for your AI, and a PCG node.

Set it up in five steps

  • The Setup Wizard picks a style with a live 3D preview, checks your project, shows the cost before you generate, and places a configured cave with lighting and a playtest character. 撤消添加的 Actor 一键删除它放置的所有内容。

  • 工具 › Instant Organic Caves 包含向导、项目验证、演示和文档。

  • 插件中以离线 HTML 形式提供教程、参考手册和插图演示指南。该手册也在线提供。

如何测试

源代码附带了 49 个自动化测试。他们继承了 UE 5.5、5.6、5.7 和 5.8,每个版本都是从插件的干净副本构建的,您可以使用 Automation RunTests InstantOrganicCaves 自行运行它们。 Several of them walk the demo levels with real key input, because “it generates” and “you can walk through it” turned out to be two different claims.

Good to know

  • Platforms: Windows, Linux and Android.目前不适用于 Mac。

  • 大小:约 210 MB,几乎全部是 2K 纹理。

  • 成本随着立方体的增加而增长。将边界加倍,工作量增加 8 倍; halve the voxel size and it’s eight times again. The wizard and the tutorial show you the number before you commit.

  • Generated, not sculpted. These are runtime meshes with world-aligned materials. For a close-up hero cave, bake it to a static mesh and finish it like any other asset.

New in 0.4.5

The Warren, a second playable demo level.每块岩石纹理均在 2048² 重建并与世界接轨。所有 13 个道具均采用真实 UV 和烘焙图集进行改造。一个设置向导,可将灯光保持在关卡中并保留在编辑器的前面。 Full notes in Changelog.md.

Questions, bugs and feature requests: 不和谐。 Manual: gregorigin.com/Manuals/InstantOrganicCaves.

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