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WorldGen V1.3 — Multiplayer Support for Infinite Procedural Terrain (UE5)
Runtime infinite terrain for Unreal Engine 5 — now with multiplayer support. V1.3 streams terrain around every connected player simultaneously. Dedicated servers build collision geometry only, skipping visual mesh and foliage to minimize server cost. Per-player gravity delay prevents fall-through on spawn, including late joiners. No loading screens, no baking, no pre-built heightmaps. Drop one actor into your level, assign a material, hit Play.
────────────────────────────────────────
🌍 GET WORLDGEN
────────────────────────────────────────
► Get it on FAB: https://www.fab.com/listings/e4e93fbe-9326-40b8-a043-a809f788306a
► Project File: https://www.patreon.com/posts/157226935 .
► Free Playable Demo: https://www.patreon.com/posts/156846235
► Documentation: https://www.patreon.com/posts/156885289
────────────────────────────────────────
⏱ TIMESTAMPS
────────────────────────────────────────
00:05 Introduction to WorldGen v1.3
00:11 Multiplayer support announcement
00:26 Drag and drop terrain generation system
00:34 Deterministic generation explained
00:39 Same seed = identical generation on both instances
00:53 Works with dedicated servers & multiplayer
01:02 Demo — players moving in different directions
01:34 Local generation = minimal server load
01:38 No terrain replication needed
01:50 Caveat: runtime terrain modification not yet supported
02:08 Planned for future updates
02:21 v1.3 wrap-up
02:25 Where to download (Patreon & Fab)
02:44 Full tutorial series mentioned
────────────────────────────────────────
🚀 WHAT'S INCLUDED
────────────────────────────────────────
✔ Infinite chunk streaming — actor pool, no spawn/destroy overhead
✔ Fully async mesh generation — game thread never blocked
✔ Layered noise stack — Perlin, OpenSimplex2, Cellular, Ridged Multi, Domain Warp
✔ Continental masking — mountains only appear where land is
✔ Biome blending — blend weights baked into vertex colors (Grass / Rock / Snow / Beach / Underwater)
✔ Foliage system — HISM scatter on thread pool, driven by BiomeFoliageAsset data assets
✔ Dense grass system — ISM ground cover on radius-based world-snapped grid
✔ Per-asset grass radius, resolution, density, slope, collision control
✔ Slope Sink Depth — auto-corrects floating blades on slopes
✔ Hydraulic erosion — particle droplet simulation carves natural valleys and ridges
✔ Configurable erosion: Droplets, Strength, Deposition, Inertia, Sediment Capacity, Brush Radius
✔ Multiplayer support — terrain streams around all connected players (NEW in V1.3)
✔ Dedicated server optimization — collision-only geometry, zero foliage/grass on servers (NEW in V1.3)
✔ Per-player gravity delay — applied per player including late joiners (NEW in V1.3)
✔ Water plane with configurable update interval
✔ Seamless chunk normals — no visible tile seams
✔ Full C++ source included
✔ Verified on UE 5.4, 5.5, 5.6, 5.7
────────────────────────────────────────
🎮 SUPPORT & COMMUNITY
────────────────────────────────────────
► Patreon (project files, early access): https://www.patreon.com/cw/CodeLikeMe
► Subscribe for more UE5 dev content: https://www.youtube.com/codelikeme
────────────────────────────────────────
#UnrealEngine #UE5 #GameDev #ProceduralGeneration #IndieDev #OpenWorld #Multiplayer #DedicatedServer #UnrealEngine5 #TerrainGeneration #CppPlugin #WorldGen #ProceduralTerrain #MultiplayerGames
► 👇 𝐒𝐮𝐩𝐩𝐨𝐫𝐭 𝐓𝐡𝐞 𝐂𝐡𝐚𝐧𝐧𝐞𝐥 // 𝐁𝐞𝐜𝐨𝐦𝐞 𝐀 𝐏𝐚𝐭𝐫𝐨𝐧!
https://www.patreon.com/codelikeme
►Patrons will have access to project files of all the stuff I do in the channel and other extra benefits
Join this channel to get access to perks:
https://www.youtube.com/channel/UClb6Jh9EBV7a_Nm52Ipll_Q/join
Like my facebook page for more content: https://www.facebook.com/gamedevelopersclub/
Follow me on twitter: https://twitter.com/CodeLikeMe2
Follow me on reddit: https://www.reddit.com/user/codelikeme
#CodeLikeMe #unrealengine #ue5 #ue4 #indiegamedev
Видео WorldGen V1.3 — Multiplayer Support for Infinite Procedural Terrain (UE5) канала CodeLikeMe
────────────────────────────────────────
🌍 GET WORLDGEN
────────────────────────────────────────
► Get it on FAB: https://www.fab.com/listings/e4e93fbe-9326-40b8-a043-a809f788306a
► Project File: https://www.patreon.com/posts/157226935 .
► Free Playable Demo: https://www.patreon.com/posts/156846235
► Documentation: https://www.patreon.com/posts/156885289
────────────────────────────────────────
⏱ TIMESTAMPS
────────────────────────────────────────
00:05 Introduction to WorldGen v1.3
00:11 Multiplayer support announcement
00:26 Drag and drop terrain generation system
00:34 Deterministic generation explained
00:39 Same seed = identical generation on both instances
00:53 Works with dedicated servers & multiplayer
01:02 Demo — players moving in different directions
01:34 Local generation = minimal server load
01:38 No terrain replication needed
01:50 Caveat: runtime terrain modification not yet supported
02:08 Planned for future updates
02:21 v1.3 wrap-up
02:25 Where to download (Patreon & Fab)
02:44 Full tutorial series mentioned
────────────────────────────────────────
🚀 WHAT'S INCLUDED
────────────────────────────────────────
✔ Infinite chunk streaming — actor pool, no spawn/destroy overhead
✔ Fully async mesh generation — game thread never blocked
✔ Layered noise stack — Perlin, OpenSimplex2, Cellular, Ridged Multi, Domain Warp
✔ Continental masking — mountains only appear where land is
✔ Biome blending — blend weights baked into vertex colors (Grass / Rock / Snow / Beach / Underwater)
✔ Foliage system — HISM scatter on thread pool, driven by BiomeFoliageAsset data assets
✔ Dense grass system — ISM ground cover on radius-based world-snapped grid
✔ Per-asset grass radius, resolution, density, slope, collision control
✔ Slope Sink Depth — auto-corrects floating blades on slopes
✔ Hydraulic erosion — particle droplet simulation carves natural valleys and ridges
✔ Configurable erosion: Droplets, Strength, Deposition, Inertia, Sediment Capacity, Brush Radius
✔ Multiplayer support — terrain streams around all connected players (NEW in V1.3)
✔ Dedicated server optimization — collision-only geometry, zero foliage/grass on servers (NEW in V1.3)
✔ Per-player gravity delay — applied per player including late joiners (NEW in V1.3)
✔ Water plane with configurable update interval
✔ Seamless chunk normals — no visible tile seams
✔ Full C++ source included
✔ Verified on UE 5.4, 5.5, 5.6, 5.7
────────────────────────────────────────
🎮 SUPPORT & COMMUNITY
────────────────────────────────────────
► Patreon (project files, early access): https://www.patreon.com/cw/CodeLikeMe
► Subscribe for more UE5 dev content: https://www.youtube.com/codelikeme
────────────────────────────────────────
#UnrealEngine #UE5 #GameDev #ProceduralGeneration #IndieDev #OpenWorld #Multiplayer #DedicatedServer #UnrealEngine5 #TerrainGeneration #CppPlugin #WorldGen #ProceduralTerrain #MultiplayerGames
► 👇 𝐒𝐮𝐩𝐩𝐨𝐫𝐭 𝐓𝐡𝐞 𝐂𝐡𝐚𝐧𝐧𝐞𝐥 // 𝐁𝐞𝐜𝐨𝐦𝐞 𝐀 𝐏𝐚𝐭𝐫𝐨𝐧!
https://www.patreon.com/codelikeme
►Patrons will have access to project files of all the stuff I do in the channel and other extra benefits
Join this channel to get access to perks:
https://www.youtube.com/channel/UClb6Jh9EBV7a_Nm52Ipll_Q/join
Like my facebook page for more content: https://www.facebook.com/gamedevelopersclub/
Follow me on twitter: https://twitter.com/CodeLikeMe2
Follow me on reddit: https://www.reddit.com/user/codelikeme
#CodeLikeMe #unrealengine #ue5 #ue4 #indiegamedev
Видео WorldGen V1.3 — Multiplayer Support for Infinite Procedural Terrain (UE5) канала CodeLikeMe
UnrealEngine UE5 GameDev ProceduralGeneration IndieDev OpenWorld Multiplayer DedicatedServer UnrealEngine5 TerrainGeneration CppPlugin WorldGen ProceduralTerrain MultiplayerGames NetworkedGames AsyncMesh TerrainStreaming InfiniteWorld RealtimeGeneration UE5Plugin GravityDelay LateJoiners FoliageSystem GrassSystem BiomeBlending NoiseGeneration FastNoise ThreadPool AsyncGeneration RuntimeGeneration NetworkArchitecture ClientServer GameDevelopment ProceduralAssets IndieGameDev OpenWorldGames
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3 мая 2026 г. 12:06:06
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