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Had to fix a bunch of the code to get it to work on unity 5.3.1. In the end I couldn't use it due to it's clumsyness. Would not recommend.
Edit: After watching this asset for a while, I've noted that the author does the bare minimum to keep it on the asset store, STAY AWAY
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Dead product
10 years ago
VicToMeyeZR基于上一个版本 1.11
I had such high hopes for this product. Another waste of money
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C
Package has never worked !
10 years ago
CarVin_Interactive基于上一个版本 1.3
This package has never worked for us same issues as listed in the post below needs work we have waited almost a year and an update finally came, still holes in the terrain. I wish i could get my money back. worst investment into a package ever.
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TL
Unmaintained, Author not reachable
11 years ago
Tobias Lengsholz基于上一个版本 1.11
The engine has a lot of problems:
- LOD does not work at all
- Dual Contouring leaves holes in the mesh (assuming this is caused by vertices being created the wrong way around) and is too slow to keep up for procedural terrain
- Ambient occlusion creates holes in the mesh as well
- Perlin noise breaks terrain creation alltogether
- >> memory leaks invariably cause the engine to crash after about an hour on my system! <<
the authors email adress is out of service, and he does not respond to pm's. my advise? stay away
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来自发布商的回复:
回复时间 11 years ago
I am sorry Tobias had so much trouble with this asset, he has obtained a refund.
His issues were strange and fairly unique to his use, I haven't been able to reproduce them and haven't had other complaints. By "not work" I'm not entirely sure what is indicated, since it does "work".
This asset package is for game developers, and does not play like a game out of the box! The demos represent how it works (for example, LOD leaves seams between levels, and yes, Dual Contouring is slow–it's an intense algorithm!), and it is ready for a team to use, modify, and customize for their own specific games. It is not my intent to present a single, specialized solution but rather to provide a generic framework that can support space exploration, shooters, mine-craft clones, and scientific visualization! (all of which I have users working on)
and I apologize for letting my email get out of date! it's been corrected.
DR
Best Voxel Engine on the Market
12 years ago
Drew Roberts基于上一个版本 1.03
This asset provides everything and more than what was expected.
Key features that most interest me and have fulfilled my expectations:
Efficient marching cubes voxel terrain generation
Infinite paging terrain
Terrain deformation that is highly customizable
Several different implementations and demos that can help you see how different things might be accomplished. The only caution I would have is that you'll have to really read into the code and poke around to see what is going on.
I'd agree that documentation is lacking beyond basic functionality. However, the author is incredibly responsive and active in development, with very tangible gains, lately in the realm of performance with the addition of multithreading.
Would buy again, and at a higher price.
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L
Powerful, Flexible, Actively Developed Voxel Terrain Engine; Worth The Price
12 years ago
LoganPark基于上一个版本 1.03
Ruaumoko does everything it says on the tin, and the developer keeps adding more functionality at the same price. The most recent addition, multithreading, offloaded the intensive terrain generation and management from the main thread onto idle cores. As a direct result, my current project went from 20FPS to 80FPS with zero intervention needed after updating Ruaumoko. Nice.
In practice I have found Dr. B, the developer, to be responsive and helpful in the Unity3d forum thread attached to this asset. It is true that the documentation is somewhat thinner for this asset than for others, but the sample/example scenes included with the package demonstrate key usage and applications very straightforwardly. I think that the complaints by other reviewers must have been in light of earlier releases that lacked the docs. The package author has been providing, expanding, linking to, and updating documentation regularly.
EDIT: I think the best part of Ruaumoko is the developer's willingness to interface with people who purchase the package. It is clear that our requests are incorporated quickly into the development roadmap. Anyone complaining about this package lacking features is whining and hasn't taken the time to communicate with the package author. :)
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z
I personally want a refund
12 years ago
zardini123基于上一个版本 1.02
I cant even get my own coustom terrain started. This has no documentation, so I have no idea how to do anything. Trying to do anything results in fustration and annoyance. I think its a waste of $75.
I thought you can easly make a randomly created terrain in the editor, BUT NO. It results in hours of clicking just to get a decent terrain. I wish you could press a button, and then it would create a nice terrain from the choice of flat, cave, rocks, and planet WITHOUT having to have this annoying terrain map.
You cant even place any trees or detail meshes as the default unity terrain editor has.
There is no easy automatic terrain texturing.
For the developer: Please make this more user-friendly. MAKE A EASY TO READ DOCUMENTATION.
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2
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来自发布商的回复:
回复时间 12 years ago
I'm sorry you had a bad experience with this asset. I would suggest starting by mod'ing the 8 included demo scenes to learn how it works. All of the things you want to do are possible and 2 'tutorial' documents are available, one in the asset and one here https://dl.dropboxusercontent.com/u/26291791/Ruaumoko%20Tutorial.pdf
Detail meshes/trees are coming in the future, the current version does not include them. Please let me know the features you want to see and I will work towards their inclusion!
This package is fantastic - it does exactly what it says on the box and a hell of a lot more. Once you read the documentation you become aware of the utility and power the author has provided you with, and once you become familiar with his marching cubes implementation you can go nuts creating whatever you want.
My hat goes off to the author.
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