Search in
Sort by:

Question Status:

Search help

  • Simple searches use one or more words. Separate the words with spaces (cat dog) to search cat,dog or both. Separate the words with plus signs (cat +dog) to search for items that may contain cat but must contain dog.
  • You can further refine your search on the search results page, where you can search by keywords, author, topic. These can be combined with each other. Examples
    • cat dog --matches anything with cat,dog or both
    • cat +dog --searches for cat +dog where dog is a mandatory term
    • cat -dog -- searches for cat excluding any result containing dog
    • [cats] —will restrict your search to results with topic named "cats"
    • [cats] [dogs] —will restrict your search to results with both topics, "cats", and "dogs"

Adding VR to a No Man's Sky infinite universe game


I have written a No Man's Sky style procedurally generated universe "game" in DirectX and would like to make it work with Vive headset (probably vive but not purchased yet). Hard to know where to start in terms of questions but here goes:

1) Can I add VR support to an existing DirectX program using some existing library?

2) Could I rewrite in UE4 given that all my meshes are created procedurally? That would be better as I'd have all of the rendering, particle features etc of UE4

3) I'm sure there is a way to create meshes dynamicaly in UE4 but the thing is, in order to create an infinite universe, my data structure is a bit unusual. I have a 3d grid of cube volumes (like an 11x11 Rubic cube) with each cube volume having a list of all the meshes init. The meshes and detail in each cube is created from an integer seed generated from a simple function. When the player moves out of the middle cube all the cubes are effectively shunted along so the cube the player has entered is recentered. The players position is is shunted back as well of course. In this way the universe is practically infinite.

Anyway, you see my challenge. How to best integrate VR into my game. i) Add VR support using some library or ii) rewrite in UE4 by somehow implementing my shunting Rubics cube data structures. The shunting has to be synced and in between frames of course to make sure all objects and player move seamlesly at the same time in between a frame.

Hope thats enough info to get some helpful pointers,

Many thanks!


Product Version: UE 4.15
more ▼

asked Feb 23 '18 at 03:31 PM in C++ Programming

avatar image

1 1 1

(comments are locked)
10|2000 characters needed characters left
Viewable by all users

1 answer: sort voted first

Hey Marcus,

If you want to create procedural meshes, have a look at UProceduralMeshComponent component. Components are attached to your actors which you place in your scene.

There's also a great open source solution for procedural meshes in UE4 called RuntimeMeshComponent

https://www.unrealengine.com/marketplace/runtime-mesh-component https://github.com/Koderz/RuntimeMeshComponent

C++ Tutiorials to get started with UE4

https://docs.unrealengine.com/latest/INT/Programming/Tutorials/ https://docs.unrealengine.com/latest/INT/Programming/index.html

Good luck with your project

more ▼

answered Feb 25 '18 at 07:24 AM

avatar image

Ali Akbar
686 2 5 8

avatar image MrDoosy Feb 25 '18 at 09:28 AM

Many thanks, RuntimeMeshComponent looks helpful. Will take a look at it.

(comments are locked)
10|2000 characters needed characters left
Viewable by all users
Your answer
toggle preview:

Up to 5 attachments (including images) can be used with a maximum of 5.2 MB each and 5.2 MB total.

Follow this question

Once you sign in you will be able to subscribe for any updates here

Answers to this question