[Solo Unreal sProject] After finishing my year 1 university objectives early, I took on this project to enhance my PCG and Unreal C++ skillset.
This project utilizes UE5’s asynchronous Runnable Threads to separate runtime world generation from the main game thread. This allows single tick operations which remain expensive – even after thorough optimization – to lesser impact FPS. Additionally, individual voxel (block) generation is cycled on a delay, avoiding sudden and noticeable lag spikes.
Voxels are grouped under chunks, each of which handling the multi-instancing of visible meshes. This instancing drastically decreases GPU memory usage and increases perceived performance.
Inspired by the megastructure landscapes of Blame, this project combines both naturally cavernous and artificial grid-like topology. 3D seeded noise is used to produce large, organic open spaces. For mineshaft-esque excavations, various space-types are generated recursively.