Overview
DreamForge is a voxel-based survival and sandbox RPG in active development within Unreal Engine by a collaborative team of six developers. Inspired by voxel adventure titles like Hytale, the project features original lore, procedural 3D worlds, combo-based melee combat, and interactive creature AI.
Tools & Technologies: Unreal Engine, C++, Unreal Blueprints, Multithreading, Procedural Mesh Generation
Technical Contributions & Systems Breakdown
1. Multithreaded C++ Voxel World Generation
To render expansive voxel landscapes without frame stutters, the world generation pipeline is written in C++ with a focus on algorithmic efficiency:
- Multithreaded Chunk Streaming: Offloaded 3D noise evaluation and voxel data population to background worker threads so terrain generation never blocks the main game thread.
- Greedy Meshing Optimization: Implemented greedy meshing to merge adjacent coplanar voxel faces into minimal polygon quads, significantly reducing draw calls and vertex counts.
- Generation Benchmarks: Each 3D chunk generates in 10–25ms on average while maintaining high, stable frame rates during active player traversal.

2. Combo-Driven Melee Combat System
Rather than relying on single-input attacks, we architected a tactical combat system where each weapon class alters player pacing and positioning:
- Distinct Weapon Archetypes: Engineered modular weapon data profiles differentiating attack speed, reach, and stagger values (for example, rapid close-quarters daggers versus wide-arc heavy swords).
- Chained Attack Combos: Implemented state-machine combo trees allowing players to weave light, heavy, and charged attacks into fluid combat sequences.

3. Companion AI & Interactive Behaviors
- Autonomous Pathfinding & Player Interaction: Programmed companion AI logic and animation state machines (demonstrated by the feline companion) capable of dynamic pathfinding, following the player across uneven voxel terrain, and retrieving thrown items.

Direct Impact & Roadmap
- High-Frame-Rate Voxel Rendering: Achieving 10–25ms chunk generation times in C++ established a performant technical foundation capable of supporting dense forests, weather particle effects, and real-time combat.
- Next Milestones: Expanding biome diversity, implementing voxel building/crafting systems, and scaling enemy AI ecosystems. Our focus is now expanding to implement more diverse biomes, develop a crafting and building system, and populate the world with creatures.
