Angelo
@handleonline.bsky.social
210 followers 250 following 250 posts
Game dev currently working on Untitled Mech Project! - Looking for a 3d artist/animator Community Discord: https://discord.gg/h56uhwYWjM Engineer/Co-Founder of Actual Nerds (@actualnerds.bsky.social)
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Tried my hand at creating a land animation.
Similar to the jump, I based it on the existing idle.

The length of the animation is determined by impact speed.

Next up is VFX!

#ue5 #mech #indiedev #gamedev
Was getting tired of the jump and land animations I found on Mixamo. I decided to make my own jump animation based on an existing idle animation. I'm not an animator, but I think it turned out alright for a placeholder

Next up will be the land anim

#ue5 #mech #indiegame #gamedev
Some benchmark testing!

I setup over 6000 destructible trees in the scene and everything ran pretty smoothly

#ue5 #mech #pcg #indiedev #gamedev
Implemented destructible trees with the PCG Quixel assets.

There's many tree variations with different heights, so I decided to dynamically do the VFX. I calculate the height of the collision capsule and spawn 4 to 6 different effects from top to bottom.

#ue5 #mech #indiedev #gamedev
The PCG saga continues

I've been working with more Quixel assets to get familiar with what types of nature assets are available and how many varieties are needed to create good looking generated forests.

So far so good

#ue5 #pcg #indiedev #screenshotsaturday #gamedev
Thanks!

I am using the "Swimming" movement mode on the character movement component
More PCG fun!

Learned how to generate point sets within existing collections that will remove any overlapping points. This is useful for large decoration, such as boulders or trees, where the surrounding foliage should not overlap the object.

#ue5 #pcg #gamedev #indiedev
PCG is fun! Used the modeling tool to draw out a spline on the landscape, which serves as the PCG area. Then, figured out how to work with densities and filtering by slope normals. Used some Quixel assets for the foliage generation.

Lookin forward to more progress

#ue5 #gamedev #indiedev
Great to know for future use, working with PCG can be a pain to those unfamiliar with it
i have not! thanks for sharing
I want to start working with PCG for larger foliage. But first, I also want a good looking landscape decor. I found a nice asset called MW Landscape Auto Material. I followed the documentation, and with some small tweaks it looks great!

#ue5 #gamedev #indiedev
Someone pointed out I said splish splash in my last post, even though there was no water splashing...

Anyways! I recently added in splash VFX on water entry for the player with a scaling braking fiction depending on the velocity of entry

#ue5 #gamedev #indiedev
Splish splash, doing the player swim implementation now. Got basic locomotion working with some free anims from Mixamo

#ue5 #gamedev #indiedev
In my last post, I showed splash VFX for projectiles hitting water. Now, I added in a similar effect for when the Mech is hovering or going through water.

#ue5 #mech #gamedev #indiedev
Thanks! Performance is always a top priority for me.
From what I understand, performance is pretty good so far. I have an older PC I like to test on, which uses a Radeon 6600 (three generations old)
Added in splash VFX for projectiles that hit the water's surface. I was able to modify and use an existing performant particle system that I owned from an asset pack.

#ue5 #gamedev #indiedev #screenshotsaturday
Water looks great so far!

And I got the underwater post processing effect working nicely after some modifications to the default material

#ue5 #indiedev #gamedev
Next up: figuring out water for landmasses

Followed some YT tutorials and figured out how UE's water system works. Made some tweaks of my own so I could decouple its automatic solving of water height, which I'll need control of later.

#ue5 #gamedev #indiedev
Finally achieved my goal!

Exported 4 tiles from photoshop, each at 16321x16321 resolution. Imported into UE at 8x size. Once pieced together, overall size is 261km x 261km

Can't wait to start exploring the world

#ue5 #openworld #gamedev #indiedev
Still playing around with world generation techniques. Figured out a pretty solid workflow for sculpting shapes. Hoping to extend this to generate 512km x 512km landmasses

#ue5 #indiedev #gamedev
LOL I actually got my units mixed up (tired) when writing the post, I'm aiming for 130km x 130km
In UE, there's two ways to handle large levels:

1. Level Streaming. This works with chunking the landscape. You can use a UE feature to generate landscape LOD in the engine. The generated LOD also functions with chunking.

2. No Level Streaming. Landscape has no LOD and is visible in its entirety.