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[完整项目] Voxel Play 9.8.2内置/URP体素世界沙盒游戏引擎

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发表于 2023-3-28 13:53:43 | 显示全部楼层 |阅读模式











*** Current Features ***
The goal for Voxel Play is to provide an easy to use but powerful and extensible rule-based voxel engine that fills the open spaces of your world while it allows you to edit any number of areas.

Template based
- Voxel Play works with Scriptable Objects to create world, biomes, voxels and model definitions. Each definition is a set of generation rules plus textures and sounds: a world is composed of several biomes which model the type and shape of terrain as well as the vegetation (bushes, trees, ...).
- Define any number of worlds, biomes, models and voxels within the Unity Editor and model your world in interactive mode at runtime using the same interface (anything you modify gets saved).
- Activate the Constructor: a special area where you can define custom, reusable models (like trees or buildings) and stamp them massively according to biome rules.

Extensible
- Comprehensive set of runtime events (ie. OnChunkBeforeCreate).
- Allows custom terrain generators.
- Plugable detail generators. Develop your own spawner class or reuse the provided examples, and add them to the world generator in the inspector.
- Full C# and shader source code included.

Flexible
Geometry shaders, GPU instancing, compute buffers and other advanced rendering features are automatically disabled if the platform does not support them.

Ready to Use with Demo Scenes
Voxel Play comes with 5 demo scenes including lot of textures, sounds and predefined biomes and voxels you can use in your project.

Core Features
- Performance. Uses advanced techniques like hidden face removal, greedy meshing, GPU instancing, compute buffers and linearized, cached-friendly data structures, pooling and others to provide best performance.
- Multi-threading support.
- Robust. 64-bit internals with support for worlds up to 1.000.000 m in size.
- Origin shift support. Solves rendering problems in large worlds.
- Smart voxel & chunk octree-based culling system for optimized chunk generation & voxel count.
- Customizable chunk pool system.
- Integrated ambient occlusion.
- Integrated fog with sky blending.
- Automatic NavMesh generation.
- Greedy meshing (greatly reduces vertex count for colliders, NavMesh and other voxel types, like clouds).
- Standard Unity shadows support.
- Standard Unity collider system support
- Smooth Lighting (light spread / voxelized Global Illumination)
- POM (Parallax Occlusion Mapping) using Relief Mapping technique.
- Supports Normal maps.
- Emission / Glow effects
- In-editor rendering capability. See the world inside the SceneView at design time.
- Torch lights and point light support with blinking effect.
- High-performance lighting system.
- Fast ray-cast system.
- Destructible environment.
- Voxel hit and destruction sounds per type
- Voxel damage cracks.
- Voxel damage particles with object pooling.
- Voxel custom footfalls.
- Color-based, transparent, cutout, textured and custom vegetation and water voxel rendering variants.
- Custom-shape voxels (eg. half-blocks).
- GPU instanced custom voxels with compute buffers option.
- Native voxel rotation.
- Dynamic voxels (apply transforms).
- Collapsing structures.
- Connected textures.
- Connected voxels.
- Animated textures.
- Customizable outline effect integrated in shader.
- Customizable chunk size (16 or 32).
- VR compatible (multi-pass, Single Pass Stereo and Single Pass Instanced).

Terrain Features
- Multi-step flexible generator: allows you to combine different heightmaps and operations producing rich and varied geography including mountains, valleys, rivers, islands, beaches, canyons, plateau, ... 20 available operation types (and more to come) to play with.
- Procedural voxel terrain generated automatically at runtime on demand.
- Infinite variations based on seed.
- Unity terrain/SpeedTree/vegetation system to Voxel Play Environment converter. Convert your existing terrain to a voxel scene with a couple of clicks!
- Optionally provide your own voxels, modify the generated chunks before they're rendered or even plug-in your own terrain generator based on a given template.
- Biome support (grassland, desert, forest, rainforest, tundra, taiga, snow, beach, shrubland and bare)
- Biome map explorer window. Visualize biome distribution on any area in the world.
- Cave system. A default cave generator is provided in the demo world. Modify it or add different cave system generators to create compelling underworlds.
- Village/buildings system. A default building spawner is provided which you can extend with your own village requirements.
- Curved effect. One click and get a curved environment with custom curve intensity. Note: this option does not generate fully spherical worlds but produces a curved effect over infinite terrain giving the impression of a spherical world.

Water System
- Voxelized water system with no redundant face overlap.
- Advanced flooding system.
- Procedural, variable-height water voxels with slope and flow animation.
- Seamless camera transition from air to underwater.
- Underwater effects: caustics and volumetric underwater fog.

Vegetation
- Voxel style, animated grass and trees per biome.
- Can use custom prefabs for vegetation and trees.

Sky system
- Custom voxelized skybox.
- Day/night cycle, blinking stars and cool dawns.
- Voxelized animated clouds that cast shadows over terrain.
- Distance fog with skybox blending.

Character Controller
- Includes First-Person and Third-Person controllers adapted to work with the voxel environment:
- Walk/Run.
- Crouching.
- Hanging/peeking on edges.
- Fly.
- Swimming & diving.
- Footfalls. Different sounds based on terrain.
- Includes a fully animated Hero model sample from Dungeon Mason.
- Voxel Play can also work with other character controllers.

UI
- On-screen console, can be shown pressing "F1".
- Shows data useful to debug/help the user customize the world.
- Free pixel font included.
- Integrated FPS counter.
- Crosshair. Color changes to remain visible depending on background. Animates over targets.
- Thumbnail of currently selected material with name.
- Player inventory.

Items & Inventory System
- Collect voxels.
- Select active item & build, including voxels, objects and structures (ie. buildings).
- Create voxel and complex structures objects at runtime.
- Interactive objects framework with events.

Load/Save
- Load and save functionality included. Optimized file size.
- Save to file or memory buffers.

Custom Tools
- Door creation tool.
- Texture voxelizer tool. Create 3D objects from single textures.
- Noise texture generators (tileable Perlin and Cellular noise supported).
- Imports Qubicle models (binary format or .qb). Generates optimized voxel meshes.
- Custom multi-textured cube generator tool.


什么是体素Play 2?
Voxel Play 2是一个快速的体素引擎,加上一系列的工具,以加快你的游戏开发。它利用高度优化的代码,包括GPU实例化、计算缓冲区和纹理数组,生成美丽、丰富、巨大的无限世界,可以通过多种方式定制、操纵和破坏。

体素播放2兼容内置和URP(通用渲染管道)。包括URP的特定优化,如更好的照明,完全支持定向,点和带阴影的聚光灯(在内置管道中,聚光灯不支持)。
Voxel Play 2还包括高质量的水下效果(从空气到水下的无缝过渡,焦散,体积水下雾)兼容内置和URP。
Voxel Play为天空、地形、水、植被、物理、世界交互、UI、库存等提供了一个集成的解决方案。

***当前功能***
Voxel Play的目标是提供一个易于使用但功能强大且可扩展的基于规则的体素引擎,填充你的世界的开放空间,同时允许你编辑任意数量的区域。

核心功能
——性能。使用先进的技术,如隐藏面去除,贪婪网格,GPU实例化,计算缓冲区和线性化,缓存友好的数据结构,池和其他提供最佳性能。
-多线程支持。
-强大的64位内部,支持最大1.000.000 m的世界。
-原点移位支持。解决大世界中的渲染问题。
智能体素和块基于八叉树的剔除系统,优化块生成和体素计数。
—可定制的块池系统。
-集成环境遮挡。
-集成雾与天空混合。
-自动生成NavMesh。
-贪婪网格(大大减少了碰撞器,NavMesh和其他体素类型的顶点计数,如云)。
-标准Unity阴影支持。
-标准Unity对撞机系统支持
平滑照明(光扩散/体素化全局照明)
- POM(视差遮挡映射)使用浮雕映射技术。
—支持法线映射。
-发射/发光效果
-编辑器内渲染功能。在设计时查看SceneView中的世界。
-手电筒和点灯支持闪烁效果。
-高性能照明系统。
-快速光线投射系统。
-可破坏的环境。
-每个类型的体素命中和破坏声音
-体素伤害裂缝。
-体素伤害粒子与对象池。
-体素自定义脚步。
-基于颜色,透明,镂空,纹理和自定义植被和水体素渲染变体。
-自定义形状的体素(例如;half-blocks)。
- GPU实例自定义体素计算缓冲区选项。
-本机体素旋转。
动态体素(应用变换)。
-倒塌的建筑物。
-连接纹理。
-连接的体素。
-动画纹理。
-可定制的轮廓效果集成在着色器。
-可定制的块大小(16或32)。
- VR兼容(多通道,单通道立体和单通道实例)。





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