Wolfram von Funck
@wol_lay • 150,854 subscribers
I'm developing Cube World, a voxel-based exploration RPG.
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As mentioned in a previous post, NPCs can travel across large distances (several kilometers). I implemented this in my new multiplayer system. All NPC's are controlled by a server. In this test, they all gather at one point and dance when they reach it. #cubeworld #omega
Wolfram von Funck439,352 views • 5 months ago
Instead of using UE, I built my own Vulkan engine for full control over rendering and memory. Features: - Data-driven rendering - Preallocated arenas, no runtime heap - Cascaded shadow maps - Temporal AA Currently building a fully 3D voxel GUI. #cubeworld #vulkan
Wolfram von Funck440,910 views • 9 months ago
Testing NPCs traveling along roads. They use map information to navigate through the world (in this case find the closest road), even when they're kilometers away from the player. When the player gets close, they spawn and use the pathfinding algorithm I mentioned before.
Wolfram von Funck279,140 views • 2 years ago
Here's a look at how various creatures look in Unreal Engine 5.
Wolfram von Funck226,221 views • 2 years ago
For better visualization during development, I added a map (lower right) that shows how NPCs move (red dots). I my test, they start to walk to the street in the center, then following that street. Next step: zombie herds, bandit gangs, adventurers etc. moving across the map.
Wolfram von Funck263,499 views • 2 years ago
Mini ogres! Aren't they cute? (Just testing something where I had to scale them down)
Wolfram von Funck195,363 views • 3 years ago
More progress with Unreal Engine 5 (clouds, foliage moving in wind)
Wolfram von Funck116,110 views • 2 years ago
More progress, tweaking colors and lighting (Cube World Omega + UE5)
Wolfram von Funck115,711 views • 2 years ago
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