This procedural world generator project was developed for a skills improvement university module.
The objective of this project was to teach and improve my C++ in Unreal Engine. I chose this project as I identified both unreal engine and programming in langues other than C# as skill gap.Â
For this project we were given no breif other than to identify skill gaps and create a project to try and work on them. To work on my C++ in Unreal Engine I decided to explore procedural world generation attempting to make a customisable world generation tool.
The tool was expected to be able to genreate and customise terrain and foliage generation.
Within this project I did the following:
Developed a customisable terrain generation system including optimisation and detail preferences.
Developed a customisable folliage generation system that genreated folliage over terrain tiles according to custom parameters
Developed custom folliage using the UFoliageType_InstancedStaticMesh class.
Optimised terrain generation using async multithreading and culling tiles when the player leaves a specified range.
Created seed functionality to allow the same map to be generated.