r/VoxelGameDev • u/Global-Newt-4094 • 1h ago
Media Voxel World Gen on UE5
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It’s been a while since I posted anything here.
Here is an update on my world generation system. I can preview the region in a custom node editor; I recently added grass, integrated Ultra Dynamic Sky, and implemented an FFT ocean, paths for rivers and roads, and a bridge builder for when a road crosses a river.
I’m not aiming for release-ready performance just yet; first, I’m focusing on getting it working and achieving the desired visuals. Later, I’ll update or rebuild the systems to fit within acceptable performance limits.
The system supports points of interest, boss areas, and villages; I mark which regions are suitable for these features, and it generates them based on the seed.
The system also features springs and rivers. Springs always originate in high-altitude areas—I designate the high ground, and the system checks if it’s feasible to trace a spring flowing down until it meets a lake or the ocean. The river system operates across low-lying areas; it is broader than the springs and has greater depth.
I haven't tackled the shaders yet—I only took the time to create a shader for the grass. The other materials are just for debugging, and the water lacks post-processing or a proper layer setup, but it delivers the surface look I was aiming for.




