DreamForge (Unreal Engine)

A voxel-based survival RPG built in Unreal Engine with C++, featuring multithreaded greedy-meshing chunk generation, combo-driven melee combat, and companion AI.

GameProject ManagementC++Unreal
DreamForge (Unreal Engine) screenshot

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.

Top Down view Player view forest rain

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.

combat test

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.

cat playing


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.