
Voxel Testing World is voxel generated environemnt created using C++ for 99% of its development, remaining 1% would be UMG for basic UI.
Idea of this project was to try and alter given code which was based on actor spawning logic in order to generate small world around the player.
My idea was to try and understand different approach to programming designs in order to understand how big companies create their similar worlds that work flawlessly.
Aside of that this project also contains basics needed to develop small sandbox games, such as leveling (xp) system, mining, building and basic inventory system.
Inventory system also changes when game goes in 'Testing' mode, in order to spawn 2 different Chunk classes, one created using multiple actors and one using instances.
This is all documented on UI in small Notepad that shows current performance like FPS, RAM and CPU usage and loading times needed to create chosen Chunks.
Key learning outcomes during development of this project:
Why does this project stand out?
This was very eye opening project in terms of better understanding of programming designs and how different approaches are viable for different needs. It was also the largest C++ project I have written/managed this far.
You can check Voxel Testing World gameplay footage following the link by clicking on its thumbnail and you can see some screenshots down below.
If you wish to try this project yourself or even play with its code, feel free to follow the link to my itch.io where you can find this and few other projects.