maxim, to gamedev
@maxim@mastodon.gamedev.place avatar

Unreal Engine level design 🔥
The concept (idea) can be like this - use Chaos destruction for the wall to go into the room in which the ceiling is on fire, and then, while in the room, trigger the chaos event to collapse the ceiling

video/mp4

maxim, to gamedev
@maxim@mastodon.gamedev.place avatar

I reduced the size of the hole creation and connected this to the laser cutter. It looks interesting, maybe there will be several places in the game where you need to cut a hole, but with a combination of Chaos Destruction and Geometry Script

video/mp4

daniilskli,
@daniilskli@mastodon.ml avatar

@maxim Awesome!

If you can share, I'd be interested to know how it works technically, how the geometry deforms or whatever. Because as far as I know, usually in games, if there are any destructions, it's a pre-broken geometry, which at the right moment just replaces the whole one and falls apart. And here everything is dynamic, laser, I have not seen such a thing. 😅

maxim,
@maxim@mastodon.gamedev.place avatar

@daniilskli
just search on YouTube: Unreal Engine 5 Geometry Script

you will find a couple of videos with similar examples

maxim, to gamedev
@maxim@mastodon.gamedev.place avatar

Today I tried what Geometry Script is in Unreal Engine 5. Cool features, but I won't use it for the game. Maybe only as tools for level design

video/mp4

maxim,
@maxim@mastodon.gamedev.place avatar

@njamster @ben very expensive pleasure for such a simulator, although it looks really interesting

maxim,
@maxim@mastodon.gamedev.place avatar

@glukozavr just experimenting, such mechanics are uncontrolled, it is better to use chaos destruction

DKesserich, to Unreal
@DKesserich@mastodon.gamedev.place avatar

Can anyone help me out with something? Config variables and CVars are not working the way that they should be in my project and it's making me crazy.

more info:
https://forums.unrealengine.com/t/confused-by-console-variables/1858012

SirLich,
@SirLich@mastodon.gamedev.place avatar

@DKesserich You don't need a separate developer settings class. CVars can be set directly from .in. The syntax is a little funky, but you should be able to find some examples in the engine installation

DKesserich,
@DKesserich@mastodon.gamedev.place avatar

@SirLich yeah, I've tried without the settings class and the CVars still wouldn't load from ini. I've landed on manually setting their values after loading the config, but that's still not working consistently between the editor and a packaged build.

maxim, to gamedev
@maxim@mastodon.gamedev.place avatar

Sci-Fi adventure game devlog

Just added a mechanic of grabbing and throwing objects to the hero to see how the anomaly would play dodgeball with me ;)

#gamedev #followfriday #indiedev #gaming #videogames #UnrealEngine5 #ue5 #scifi #gamedesign #gamedevelopment

video/mp4

maxim, to gamedev
@maxim@mastodon.gamedev.place avatar

I added a collision with some objects to the anomaly to create an arc and affect them. I got a bunch of ideas for anomaly behavior, interaction with the hero, level design. Maybe it's similar to S.T.A.L.K.E.R., but I confess, I've never played this game

video/mp4

sinbad, to unrealengine
@sinbad@mastodon.gamedev.place avatar

I'm investigating the best way to analyse a (Win64, C++, #ue5) minidump these days. Rider doesn't do it (barring .Net), which is a shame. WinDbg is super unfriendly and I hate it. VS works quite well, but I'd rather not rely on it - I only really use the compilers as a back-end these days so don't pay for it.

I feel like a new debug tool was discussed around here recently but I can't remember it for the life of me what it was called or whether it was suited to minidump analysis. Any tips?

sinbad,
@sinbad@mastodon.gamedev.place avatar

@gdcorner I was thinking of RemedyBG but this looks interesting too

sinbad,
@sinbad@mastodon.gamedev.place avatar

RemedyBG (https://remedybg.itch.io/remedybg) was the one I was trying to remember. It's cool, but it doesn't currently support minidumps unfortunately (I've bought it to try anyway because it's very clever)

maxim, to unrealengine
@maxim@mastodon.gamedev.place avatar

The main idea of this is that when lightning strikes a magnetic anomaly (some areas on the surface of the planet), lightning partially breaks into several parts, from which ball lightning is created

~ Sci-Fi adventure game devlog

video/mp4

maxim, to gamedev
@maxim@mastodon.gamedev.place avatar

If you have cool textures animation frames for Niagara effect in Unreal Engine, then you can make high-quality effects that require less resources than Niagara Fluids and look no worse. For example, they can be generated in Houdini

#gamedev #UnrealEngine5 #vfx #gaming #HashtagGames #videogames #ue5 #IndieGameDev

video/mp4

maxim, to gamedev
@maxim@mastodon.gamedev.place avatar

Classic bottle with liquid. I've always wanted to have such a object in the game for inspection... I don't have enough experience to do it from scratch and I don't want to waste time, so I found a free plugin UTC_LiquidShader for Unreal Engine 5

#gamedev #UnrealEngine #indiedev #vfx #shader #IndieGameDev #ue5 #UnrealEngine5

video/mp4

qaqelol, to unrealengine
@qaqelol@toots.niark.nexus avatar

Hi !
I'm looking for good online ressources/courses for Technical Artist in (on any topic).

Boosts are appreciated !

maxim, to gamedev
@maxim@mastodon.gamedev.place avatar

Fun with Unreal Engine 5. If added to the character Radial Force Component and call Fire Impulse it looks like a pool cleaner...

https://mastodon.gamedev.place/@maxim/112428990549999148

video/mp4

maxim, to gamedev
@maxim@mastodon.gamedev.place avatar

Sci-Fi adventure game devlog📌

Today I created a simple custom logic for the behavior of floating objects. The object located in the water zone checks the distance from the bottom and Add Force, Set Linear and Angular Damping. This is not related to the water plugin in Unreal Engine 5

video/mp4

maxim, to gamedev
@maxim@mastodon.gamedev.place avatar

Move Component To - very easy to use but interesting node in Unreal Engine, for example, you can make a magnetic crane that will lift heavy objects, like a car in Half-Life 2

#gamedev #UnrealEngine5 #UnrealEngine #learning #gamedesign #indiedev #ue5 #unreal

video/mp4

maxim, to gamedev
@maxim@mastodon.gamedev.place avatar

New experiment with Niagara Fluids smoke in Unreal Engine 5. The first emitter takes a spline of any shape and sends a particle along the route, this data is transmitted to another emitter for smoke. As a result, I got smoke that forms around the spline

video/mp4

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