Why We Use Unity for a PC Sandbox Game of Planetary Proportions and Why Should You - Making of Planet Nomads
(White Nights Conference Prague 2017)
The official conference website — http://wnconf.com
4. Mobile games since 2008
23 people total
January 2015 - Planet Nomads
1st PC game
Team originally 10+1 (now 12+1)
6 programmers
Mobile division
Splash Cars, Bomb Hunters
Currently 7 people
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15. Planet Nomads
Alpha Planet
- Sphere with 120 km in diameter
- 190 kms of pole-to-pole
adventure
- Multiple biomes
- Procedurally generated terrain
with 3D noises
- Voxelized and fully destructible
16. Sandy Voxel Terrain Engine
(C++ Library in Unity)
• Our own = complete control
Great performance due to:
C++
Direct multi-threading
Custom memory management
Communication with Unity through action pools
3D noises interpolated on a sphere
Voxelization - Marching Cubes algorithm with caching
LOD System - chunks ranging from 16 m to 128 km
16x16x16 voxels in a chunk
Minimum voxel size = 1 m
Persistent worlds with quick save/load and real-time generation
17. How the World is Generated
World ObjectsNod-Based Noise Combination +
19. How Planets Are Generated
Any Planet You
Like
Layout of All Biomes
Selection of
humidity and
temperature range
20. The Worlds Are Persistent
- Every hole you dig
- Every block you place
- Where you park your car
All saved in an SQLite Database
Real-time world generation + game Saving/Loading
26. Why Use Unity Then?
- 6 people, 2 years of development, grand game
- Saved time
- More saved time with editors for designers
- Nice things - PBR shaders, camera effects, easy-to-use plugins, help
from a big partner
- Best of both