Open-Procedural-Landscape
Heya peeps, this is a method I invented and am working on to render custom infinite worlds through the use of Unreal Engine.
I have been working on this topic for over a year and developing games for over 15 and am finally deciding to release this method and technique under the project name Open Procedural Landscapes.
What Is It? Unreal Engine C++ Infinite World Through Procedural Meshes Perlin Noise Based Terrain Stored In Server Data World Aligned Textures, Vertex Mapping & More Revolutionary Nanite-Like Micro & Macro Mesh Transitions For Extreme Distances & Optimization
If anyone has any questions or is interested in seeing more of this developed definitely let me know!