Vertex Animation Blending in UE5, finishing up progress on smooth texture animations with this really nice looking and performant system.
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Vertex Animation Blending in UE5, finishing up progress on smooth texture animations with this really nice looking and performant system.
#UE5 #unrealengine #gamedev #indiedev #solodev
Ya for sure! I typically like communicating damage through gameplay effects and visuals but it can be challenging to effectively read those while playing when there's so much stuff on screen! I'm also undecided on if bars will make the final cut will need to experiment more :)
Fun with projectiles and now health bars visible only on damage :)
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Thanks! :)
~12,500 Projectiles per second against 10,000 AI running very smoothly. Performance testing ability collision and newly added health bars :)
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Adding abilities into my collision system and seeing the debug boxes propagate where it hits the grid is kinda mesmerizing
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Adding ability radials looks so nice
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Made good progress today making a really performant ability system with a pretty color stress test
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Robot/Mech legs, playing around with some shapes and getting a feel for where I want to take the art direction.
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Cool concept but seems limiting for behavior, have you considered spatial partitioning to find your targets?
Leg day
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That's super cool I love the cosmic horrors :)
I made a short demo video of my voxel earth project with audio this time :)
youtu.be/253_Ca4HkgE
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A procedural Earth generated using surface nets and a Signed Distance Field (SDF). This 3D render displays pronounced topographical features with applied height and color maps using real world data. Created in UE5. Displayed as a wireframe view.
Applying real world Earth data as color & magnified height maps to a procedural mesh Voxel sphere wireframe.
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A procedural Earth generated using surface nets and a Signed Distance Field (SDF). This 3D render displays pronounced topographical features with applied height and color maps using real world data. Created in UE5.
Applying real world Earth data as color & magnified height maps to a procedural mesh Voxel sphere.
#UE5 #UnrealEngine #GameDev #IndieDev
Voxel topology technique Surface Nets with signed distance fields wip. Using UE5 procedural meshes to display custom vertices, triangles, and quad layouts at runtime.
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Deforming procedural meshes in UE5
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I made really nice progress on this character :) I adapted the shell material to work with skeletal meshes and physical animation, masking next. The stylized fur effect is turning out really cool!
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Playing around with physics movement is so fun
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Fixed up the physics asset and I'm liking this no gravity physics kitty
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Floppy little ears are so cute โค๏ธ
Physics assets in UE5 are so cool! Made a cute styled cat character in blender, ue control rig and skin weights, awesome looking physical interaction wip :)
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Playing around with shell texturing for fur effects :)
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100,000 AI in UE5 with Collision & Navigation at 100+ fps!
Recent progress on my interactive crowd simulation project in UE5. 10K -> 100k
www.youtube.com/watch?v=lp6P...
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Ty! Ya pathfinding here is using flow/vector fields with density constraints for edge flow :)
Yep!
Widgets/Slate, easier to prototype and get things running out of the box. No specifics - mostly any tech stack should work with the proper hooks.
I've built launchers for other programs and apps that integrate with external web & cloud services with Unreal, it is surprisingly capable for this.
There's something really satisfying about smoothly moving through lots of units
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Nothing for sure right now but it definitely could be! The buildings and extra stuff were more for practical testing of static collision bounds, obstacle avoidance, and collision edge flow.
Better quality link for anyone interested: www.youtube.com/watch?v=Aa9j...