@maxim@mastodon.gamedev.place
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maxim

@maxim@mastodon.gamedev.place

Blog about gamedev
๐Ÿ—ƒ๏ธ programming experience 21 years
๐ŸŽฎ game development 6 years
๐Ÿงถ programmer Erra: Exordium
๐ŸŽซ porting to the consoles
๐Ÿ› ๏ธ unity, unreal engine

#gamedev #indiedev #videogames #programming #gamedesign

๐Ÿ ๐Ÿ‡บ๐Ÿ‡ฆ Ukraine, Kyiv

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maxim, to gamedev
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Today I want to make a scanner, blueprint for searching objects and transferring data to this material, which will display everything (many targets). This requires an array, but material cant use array. I found a solution - Render Target 2d. Maybe there are other options?

#gamedev #UnrealEngine5 #UnrealEngine

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maxim, to gamedev
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Computer Vision gameplay mechanic... I changed the way markers are drawn by Draw Material Simple node. This method allows you to use material, where you can make animation. But it works only in HUD Blueprint in Event Receive Draw HUD

#gamedev #ScreenshotSaturday #UnrealEngine5 #gameplay #gamedesign #UnrealEngine #ue5 #HashtagGames

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maxim, to gamedev
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I am working on a new little game mechanic... a Computer Vision (CV) of the protagonist, an assistant program for identifying the objects he sees.

What I do: in the Blueprint -> Box Trace for Objects -> save Locations to array... In the Widget -> OnPaint function -> Draw Box

To be continued...

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maxim, to unrealengine
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UFO detected ๐Ÿ›ธI created another scanner, where the pulse goes from the center in all directions. The material will receive data from the blueprint to display the position of the targets. Look for previous versions in my feed

#UnrealEngine #vfx #shaders #UnrealEngine5 #scifi #gamedev #gamedevelopment

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maxim, to gamedev
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Added a target for the scanner. The idea is that the blueprint transmits data to the material for drawing found moving objects. I still need to figure out how to make a delay for target display and target array processing

Previous video https://mastodon.gamedev.place/@maxim/112571583689846287

#gamedev #UnrealEngine #vfx #shaders #UnrealEngine5

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maxim, to gamedev
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It's time to open the section - demonstration of materials (shaders) in Unreal Engine 5, because I started doing this more and more often. This will be part of the screen panels in the Rover in my Sci-Fi adventure game

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maxim, to gamedev
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I had a brilliant idea for a game in Unreal Engine 5. I decided to write about it, because I will not do it myself, maybe you will like it and make an indie game... It can also be a mobile game.

Slap fighting = Chaos Flesh + MetaHuman
The main focus is the detailing and physics of the face. This is a sports game where you have to choose a character and train him and take part in various face-slapping battles. Write in the comments your ideas for this concept

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maxim,
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How slap fights work. Power Slap fights are typically three to five rounds. The fighters take turns hitting each other in the face with an open hand, and those on the receiving end stand with their hands behind their backs. A fighter has up to 60 seconds to recover and respond after receiving a blow

maxim, to gamedev
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I did this a few months ago. Now I'm thinking if it would be ok to use it for a wheeled Rover. If gameplay is 1st person view and wheels will not be visible during the movement of the rover. Activate the complex suspension and wheels where the camera will be 3rd person

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maxim, to gamedev
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Today in Unreal Engine I experimented with materials. I'm trying to figure out how to make an animated grid for scanning space, something like Terminator. My task - animate one cell that moves on the grid.

I want to create material for a widget. It is easier to do it in the widget itself, use only a simple material that draws the grid, and make the movement of the cell itself through a sequence in the widget

#gamedev #UnrealEngine #vfx #shaders #UnrealEngine5 #shader #indiedev

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maxim, to gamedev
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I feel more confident and ready to make a Sci-Fi adventure game. My result of studying the Unreal Engine for May 2024, the 3rd month of the transition from Unity to Unreal

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maxim, to unrealengine
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Mysterious stones

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maxim,
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Variants for what it can be: nanorobot technology, which must be delivered through a laser into the rock, when the bot gets inside it extracts material and comes out already in a different state, this can be collected in a separate stack

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maxim, to gamedev
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Where can it be used in the game? A mysterious altar in a cave, a cooling system after the landing of a spaceship, a room with cryocapsules...

#gamedev #indiegame #vfx #UnrealEngine5 #gaming #videogames #gamedesign #scifi

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maxim, to gamedev
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I haven't drank alcohol for several years... The last time I drank 0-alc beer was six months ago. My wife and son went on vacation for a month and left me alone at home. Therefore, I will be a Troglodyte for a whole month, living in a cave and do

On the left can of it is written that it contains vitamins, the best format of taking vitamins... this is the most delicious non-alcoholic beer I have ever tasted

maxim, to gamedev
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Sci-Fi adventure game, Rover devlog

#gamedev #gaming #scifi #art #mastoart #3dmodeling

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maxim, to random
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In the night there was a strong thunderstorm, a lot of lightning and loud thunder that sounded like explosions... Don't be surprised if there was something like that somewhere

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maxim, to gamedev
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It already looks like gameplay and prototype game mechanics... A collection device with a limit, a device for accumulation and whatever. What's next? Make a Ghostbusters energy trap?

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maxim, to gamedev
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Today in Unreal Engine 5, I finally did itโ€ฆ Niagara System on GPU without event collision. I transfer the position of the collector to Niagara, calculate the distance there, and through the Export Particle Data to Blueprint module catch the supposedly collision, which I count as a particle collected, on the emitter side the Kill Particles module does a similar check

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maxim,
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My Niagara logic ๐Ÿ‘ฝ

maxim,
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@mehdi_benadel I don't have any experience at all, I've been learning the engine for 3 months, but simple complex things can be done with simple approaches... I agree, writing custom modules in Niagara is difficult

maxim, to random
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Increased the response of the distance between the particle and the magnet

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maxim, to gamedev
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New experiments with Unreal Engine 5, Niagara. A prototype of a magnetic device for collecting various bio material. I have a lot of gameplay ideas where it can be used and how: plants, insects, crafting, fuel or things to scare away creatures... Maybe you will have ideas too?

#gamedev #indiedev #gameplay #UnrealEngine5 #UnrealEngine #ue5 #gaming #videogames #HashtagGames #vfx #scifi #game

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maxim,
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@jzillw Yes, that occurred to me too, it can also do it, but for this it is necessary to transfer the information of collisions between niagara and the blueprint, but I would do it in a different way, through decals and render texture

maxim,
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Similar mechanics can be done without the use of Niagara. According to the principle of a gravity tool, as in Half-Life 2. Check the collision over a large sphere, then transfer the force to the objects to move to the tool point. Check another collision (small sphere) to stop physics objects and make them children. When the effect of gravity is turned off, enable physics for objects and change the parent

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