Mesh distance field repels Water: sampling scalar SDFs and injecting the vector gradient into sim velocity field. FluidNinja LIVE 2.0 pre-alpha, 100m area, 2K sim, 260 FPS on RTX3080
Mesh distance field repels Water: sampling scalar SDFs and injecting the vector gradient into sim velocity field. FluidNinja LIVE 2.0 pre-alpha, 100m area, 2K sim, 260 FPS on RTX3080
I just slayed a strange bug. If I FIND a value in a map and add a value to it, I get 2X the value added, but only the first time. Every subsequent access works normally.
However, if I store the FIND in a local variable, and reference that instead in the +1 operation, it works as expected.
(Map->FIND+val) != (Map->FIND->store->retrieve->+val)
Which lighting scenario would be best to showcase those doorbells in video from #ue5?
This time in Unreal Engine I decided to create a material for a hologram, or part of it... I tried many ways of drawing lines and use fresnel, I think this is the easiest to understand
Water filling Gaps in Unreal Engine: a long term goal has been achieved by introducing Mass and elevation-averaging. Mid-video: noisy rock-elevation is getting smoothed as water floods the the creek-bed --- NinjaLIVE 2.0 pre-alpha
#unrealengine #UE5 #realtimevfx #fluidninja
I started making a graybox scene where all the interactive objects would be. So I started with lights and led signs. At the beginning of March I wrote a game design document and there are 50+ objects from which a new game will be created
How to get your voxel models into Unreal Engine 5+ with Nanite and walk through your model in game
https://enkisoftware.itch.io/avoyd/devlog/910239/export-voxels-to-optimised-gltf-mesh-for-unreal-nanite
Now the resources are spread densely across the playing area. I need to add a couple more, but the first 3 look good. I used 7 loci to spawn from, so that all starting areas have resources. And I now know how to control that to get other distributions, including voids. So if someone wants a challenge, it can be that.
I should add a power challenge mode. That's where you can't save the game, and must have a UPS attached, and backup power, for the game may last for days by re-spawning resources.
Still looking a fix for the artifacts caused from procedural textures due the lack of mipmaps. #UnrealEngine #UE5 #TechArt
If you know any other tricks/workaround besides DDX/DDY AA, RenderTarget or custom fix per shape like the BenGolus one: https://bgolus.medium.com/the-best-darn-grid-shader-yet-727f9278b9d8 , let me know please.
I'm laying out resources algorithmically, to make each fresh game different.
I've noticed that if I code the resources to cluster, as they generally do in the real world, I always seem to generate voids. I haven't witnessed it completely fill the playable area, and as I'm starting with the center-most location, the largest void is always off to one side, in the run I'm looking at, at roughly 7 o'clock, and at least 10% of the playable area. A very simplified gravity emulation in 2-space, as it is a flat area. Winning while starting in a void would be very difficult, I think. I may use more than one locus.
This should generate more interaction between the NPC factions. If I lay the resources out uniformly, there is a tendency to not grow outward as much. The need for resources drives interactions. I might add an explorer type character, but this will do a lot.
I am stumped as to why 200 static meshes consume far more GPU resources than 1500 identical meshes in a game using the same platform and engine. What did I do to optimize the 1500? Or what did I do wrong to overload these? Is it just that I spawn them faster (it is a much simpler algorithm to spawn them all)?
There are only 2 total meshes, split down the middle for distribution, but it doesn't matter if I just pick one of them.
I went through the rendering configuration. Identical.
I double-checked the settings on the meshes. Also identical.
I'll try adding busy work to the algorithm to see if hitting the GPU too fast (?) is problematic. It's Vulkan griping, and that's always swell. It has exactly 1 set of textures to replicate. AAAAAAAAA!
Weird weirdness.
I wanted it and I did it... Stairs folding and dynamic. Stairs that have settings: static mesh, step height and depth, total height, spawn time... I love stairs, especially if they can move. Stairs are cool, there are always stairs in games... Stairs, stairs, stairs... Ha
I tried this trick somebody mentioned for add AA using DDX/DDY in SDF shapes, and besides it improves a bit, it just adds some gradient but still on far view you can see there is noise. #UnrealEngine #UE5 #TechArt
Btw, i let here in case somebody is interested on it.