maxim, to gamedev
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Cylinder: radius 1, length 500. Skeletal Mesh with 50 bones and Capsules colliders. The result is a 5-meter cable. And this is done without the use of third-party editors, only Unreal Engine 5

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maxim, to scifi
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I began to make the logic of the interaction of the cable with the protagonist. I don't want to make a rope that will wrap around objects. I probably add the cable to the inventory, and not drag it behind the character

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maxim, to gamedev
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Continuing the rope experiment in Unreal Engine 5 ... tried gluing two ropes together with Physics Constraint Components. Doesn't look perfect, but these problems can be solved. I think it is possible to make the behavior of a rope of any size

#gamedev #unreal #ue5 #gamedesign #UnrealEngine5 #UnrealEngine #gaming

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maxim, to gamedev
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The first draft of a rope from a cylinder using only Unreal Engine 5. I created a cylinder with width 1, saved it as a static mesh, then converted it to a skeleton mesh, created a chain of bones in the skeleton mesh editor, then created a physics asset from it, and that's it. Ordinary cylinder became a rope. Next, I will try to adjust the physics so that they do not behave like worms

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maxim, to gamedev
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Cable guy room 🚠 Unreal Engine 5

I started with a simple - add a Cable component between two components. Next, I will try to make it more difficult, after the first action, a cable will be added to the component and the protagonist... and change the length of the cable during movement

#gamedev #UnrealEngine #indiedev #videogames #gaming #ue5 #UnrealEngine5

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maxim, to gamedev
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Another video showing the signal fayer, throwing mechanics and the switching from protagonist to drone... now I started doing the mechanics of interacting with the power cables like in Half Life 2

#gamedev #gaming #indiedev #unreal #ue5 #UnrealEngine5 #indiegame #gamedesign

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maxim, to gamedev
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Storm meditation in Unreal Engine 5 with Niagara Fluids 3D Gas Emitter

#UnrealEngine5 #ue5 #gamedev #vfx #gaming

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

Good evening... Tried to make a storm, but my video card said me - "do it without me"... Therefore, I did not continue any further, and I will show you this

#UnrealEngine5 #ue5 #screenshotsaturday #gamedev #vfx #gaming #videogames #unreal #UnrealEngine

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maxim, to unrealengine
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maxim, to gamedev
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Made a second object for throws. This flare is not for lighting, because the protagonist has a flashlight... this item is a tool to distract the creatures that live on this planet

#gamedev #scifi #adventure #gaming #videogames #indiedev #unreal #ue5 #UnrealEngine5 #followfriday

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ordinaryluke, to gamedev Polish

Więc, Kingdom Come: Deliverance 2, pozostaje na #cryengine. Ktoś mógłby się spierać że dzisiejsze, nowsze, bardziej świeże silniki takie jak #UnrealEngine5 byłby lepszym wyborem, a sam CryEngine nie należy podobno do łatwych jeśli chodzi o tworzenie gier. Poza oczywistą odpowiedzią deweloperów że wszystkie ich procesy są obudowane wokół silnika z poprzedniej odsłony (za tym artykułem z IGN https://www.ign.com/articles/warhorse-studios-kingdom-come-deliverance-ii-interview), to sam osobiście uważam że potrzebujemy większej różnorodności jeśli chodzi o ten obszar. Konkurencja dla hegemonów musi istnieć, inaczej wpadniemy w spiralę afer takich jak ta ostatnia z Unity.
Dodatkowo ten silnik w dobrych rękach daje świetnie wyglądające gry. Crysisa wystarczyło lekko przypudrować i nie odstaje znacznie od dzisiejszych gier. Może kuleje jedynie geometria.

#giereczkowo

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

Ok, I linked the mechanics of item throwing for fire extinguishing. I realized that it is not so easy to catch the moment when you need to start the gas. The object must lie on the surface. So for now I did very stupidly, catch the first collision hit once, wait 1 second, reset the linear velocity, wait 1 second again, turn off physics, spawn Niagara and Destroy Actor

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maxim,
@maxim@mastodon.gamedev.place avatar

Although maybe I'm trying to invent something complicated and easier to tie Niagara to the object and let it move together 🧦

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

This will be a carbon dioxide grenade to suck up oxygen around the fire, like fire extinguisher. I'm still not very good at making Niagara effects, but for testing and as a draft, I think it's okay? The main thing is to create mechanic that will affect the fire

#vfx #UnrealEngine5 #niagara #gamedev #ue5

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

Day 48, Sci-Fi Adventure. I enjoy the Unreal Engine every day. Now in the process of creating various objects of the protagonist that he can throw. This is a distracting flare

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

You can look at the fire for a long time, especially when you created it yourself

#gamedev #indiedev #vfx #fire #UnrealEngine5 #ue5

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

At night I tried to play with smoke and fire Niagara Fluids in Unreal Engine 5. It became clear that I don't need it yet. So I created a fire the old fashioned way, sprite animation of fire and smoke, sparks and distortion

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

Unpacking with a laser cutter and destroying glass, the more I practice in mechanics with Unreal Engine, the more interesting examples become... Next, I will make different types of throwing objects

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

First, I created a Niagara ribbon, which takes an array of vectors from the trajectory, then added another particle to the final position, and after turning on the physics simulation and mass, I realized that I can break glass

#gamedev #indiegame #WishlistWednesday #UnrealEngine5 #indiedev

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

Projectile Movement and Predict Projectile Path
Today I found out how it works in Unreal Engine and cried how simple it is, remembering how long I creating throwing grenades in the 2D game on Unity

#gamedev #UnrealEngine #UnrealEngine5 #indiegame

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maxim, to unrealengine
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Day 46, Sci-fi Adventure, Unreal Engine
As always, I'm looking for interesting mechanics related to various tools for the protagonist. I made a part of the prototype of gluing objects, but the gameplay related to this is not yet thought out

#UnrealEngine #indiegame #gamedev #gaming #videogames #scifi #indiedev #UnrealEngine5 #gamedesign

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maxim, to gamedev
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Found one of my first scripts for in the early days of familiarization with Blueprint and Unreal Engine 5 - the script prints the text in the texture that the light source displays. I was thinking of making a projector out of it

#UnrealEngine5 #gamedev #indiegames #indiedev #unreal #UnrealEngine

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maxim, to indiegames
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Day 42, Sci-fi Adventure

I create a blueprint to which can add different static meshes, materials and chaos settings for different types of glass, added a temporary animation from mixamo and hit logic with a field for chaos

#indiegames #UnrealEngine5 #followfriday #gamedev #indiegame #indiedev #scifi

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

Ok, Field can suck. This is how it looks, first I create a field with a positive Linear Velocity value and then a negative value

#gamedev #gamedesign #UnrealEngine5 #IndieGameDev #UnrealEngine #gamedevelopment

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maxim,
@maxim@mastodon.gamedev.place avatar

and here's what it looks like if you turn off gravity on objects... this is how you can do cool effects by turning gravity on and off with a delay

#gamedev #UnrealEngine5 #gamedesign

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