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Terrain: Voxel-based terrains

Terrain

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Voxel-based terrains would allow designers to create tunnels, caves, and overhangs without using tricks like portals. CryEngine 2 uses voxel terrains. Unity should too.

http://en.wikipedia.org/wiki/Voxel

Comments (98)

  1. 4237e6e3b58b7075570c504afd64fd7c?d=mm

    antonionull

    Feb 09, 2018 09:42

    Why do you create a feedback section for terrains if you're going to ignore it?
    2009 - 2018

  2. Fc90ca5cc2287a6ac55b1da44a96963e?d=mm

    BD2017

    Nov 19, 2017 23:07

    It's a shame that this idea got so many votes and Unity simply ignores it.

  3. 2a4a57586c01e70446bde4ceaa07b5aa?d=mm

    Pinkuboxu

    Oct 01, 2017 02:35

    Now that Cubiquity isn't being maintained for Unity, I think it's probably a good idea. Granted I know one can make this themselves... but you can do that with anything so I fail to agree with that argument... why not just make your own engine in C++ (or assembler)? For the same reason you don't, you have the same reason many people want a better Terrain system with Volume. More so at this point in time, Voxel (or Volume Based Terrain of any kind) is pretty much a must for all modern Kitchen Sink style engines that care anything to help with rapid game development. There are assets on the store but I think the Terrain could do with a general overhaul.

  4. 5263c9bcd12eedf60cdd90855487e526?d=mm

    hpintilie

    Mar 07, 2017 09:24

    Don't understand why people are requesting this. You can already do this (I did) with the current functionality. You need a bit of math and computational geometry knowledge, but is easily doable. Plus there isn't a satisfy all solution to voxel-based terrains - if you are focused towards performance, there are specific (code) designs that you need to consider for each voxel-based terrain "type".

    Unity devs need to focus on engine specific improvements, things that we currently can't achieve by ourselves.

  5. D16664fd95d8e2e19be033963602be48?d=mm

    SureSight

    Nov 24, 2016 02:32

    We're creating an open world game and I'd love to be able to cut holes on the terrain for basements and caves.
    This has to also support physics collisions and be simple to use.

  6. 5664beb4ac89ac0acae001f097a4c29f?d=mm

    DamonJager

    Jul 25, 2016 20:30

    is this the most voted idea?

  7. 5f27d59abf741f63849e8777bbad30ca?d=mm

    idlebyte

    Apr 24, 2016 19:28

    Water is difficult in smooth voxel engines, but voxel terrain with decent water system would be HUGE win for indie developers.

  8. A04275b953229f8d875bc9bec56bccaf?d=mm

    sleepCircle

    Mar 01, 2016 20:54

    I'm okay with voxel terrain, sort of, just so long as I'm allowed to remove it, and keep using my own solution! I am trying to custom code a voxel system with a focus on rapidly processing local data, based on the dual contouring paper, but what i am doing is trading storage space for performance, and making everything as lean and immediate as possible, with JUST the features my game idea needs.

    a general-use solution is GUARANTEED to be more multi-purpose at the expense of speed, and this is not something i want to be forced to use!

  9. F7a5dcc293b65033af9a06aa730b9de8?d=mm

    Perun

    Apr 28, 2015 04:44

  10. 9cd1f2065d0d4d917c23f6ad52536879?d=mm

    00yoshi

    Feb 15, 2015 01:16

    Cubiquity is cool but it is not perfectly optimized and in-dev, and a voxel terrain directly in unity would be really better because it's smoother and the cave and overhang feature is very interesting.

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