First successful test of procedural holes in my prototype level for a side-project game. The landscape is runtime generated, including holes for tunnels and mine elevators. #ShaderWorld plugin for #UE5, with lots of #UnrealPCG to connect hand-modeled rooms with procedural map layout and tunnels.
June 19, 2025 at 7:51 PM
First successful test of procedural holes in my prototype level for a side-project game. The landscape is runtime generated, including holes for tunnels and mine elevators. #ShaderWorld plugin for #UE5, with lots of #UnrealPCG to connect hand-modeled rooms with procedural map layout and tunnels.
It was a nontrivial amount of work and some UBT help from the "Dev Hub" team at #UnrealFestOrlando, but I have #ShaderWorld plugin working for runtime and editor on Linux x64 platform. It's fast and versatile, and I'm using it for a project with runtime-procedural terrain. Screenshots are test maps.
June 14, 2025 at 9:32 PM
It was a nontrivial amount of work and some UBT help from the "Dev Hub" team at #UnrealFestOrlando, but I have #ShaderWorld plugin working for runtime and editor on Linux x64 platform. It's fast and versatile, and I'm using it for a project with runtime-procedural terrain. Screenshots are test maps.