Is a FlameWorks integration planned as well?
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Originally posted by The_Distiller View PostIs a FlameWorks integration planned as well?
Not sure about Flameworks.Support my RTS Game (Agora) on Patreon!
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Originally posted by ryanjon2040 View PostBy the end of this month they will integrate VXGI, Turf Effects and FleX. (yay)
Not sure about Flameworks.
However again the question comes to my mind, will it be cross-platform with a huge performance boost on NVIDIA gpu's, or NVIDIA-only?
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Originally posted by Cube2222 View PostI went crazy when I read this... You are absolutely awesome out there in NVIDIA, implementing all this in one month.
However again the question comes to my mind, will it be cross-platform with a huge performance boost on NVIDIA gpu's, or NVIDIA-only?
Sorry, perhaps you missed my reply from the other day:
Originally posted by Mike.Skolones View PostThe short answer is yes, GameWorks features will be supporting DXC and/or CPU implementations for wider compatibility. However, it may take some time to fully release those other implementations, so at least at first, the WaveWorks implementation available on Github/Unreal is based on CUDA.
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Originally posted by Cube2222 View PostSorry, actually not, but I thought it was about waveworks specifically and didn't look again.
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I fervently hoped that something like this would happen - awesome!
FLeX is going to be insane, and is definitely the one to watch IMO - cloth <-> fluid <-> rigid <-> softbody interactions all working together are going to be *insane* and change things in ways people can't even imagine yet.Storyteller - An immersive VR audiobook player
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Originally posted by Mike.Skolones View PostMy pleasure, hope you find it useful. We'll be adding more sample content and features in the coming weeks, including Gerstner waves for shoreline interaction, boats with buoyancy, etc. We're also working on integrations of the VXGI global illumination system, hair and fur, FleX multi-physics, and grass/vegetation package, among other things.
Happy Holidays!this is super exciting news! thank you for that
Originally posted by n00854180t View PostI fervently hoped that something like this would happen - awesome!
FLeX is going to be insane, and is definitely the one to watch IMO - cloth <-> fluid <-> rigid <-> softbody interactions all working together are going to be *insane* and change things in ways people can't even imagine yet.
Wish there was more focus on features like this!
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So I played quite a bit with WaveWorks todayso far I'm very pleased with it and it's apparently just one node you add in your water material and it generates foam, normal and displacement!
For those interested I uploaded a video showing what I ended up with after a couple of hours in the material editor (should be in 60fps if you use Chrome).
Now the question is, are the buoyancy physics implemented? is there an easy way I can add buoyancy to a mesh in C++ or get the Z (height) data? or that feature still needs work to properly work in UE4?
4.10 Update! -> [Community Project] WIP Weather & Ocean Water Shader
WIP Interactive Water Shader, WIP 2D Water Sim
WIP FFT Ocean w/ Foam, Quad-tree Infinite Ocean LOD
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Originally posted by TK-Master View PostSo I played quite a bit with WaveWorks todayso far I'm very pleased with it and it's apparently just one node you add in your water material and it generates foam, normal and displacement!
For those interested I uploaded a video showing what I ended up with after a couple of hours in the material editor (should be in 60fps if you use Chrome).
Now the question is, are the buoyancy physics implemented? is there an easy way I can add buoyancy to a mesh in C++ or get the Z (height) data? or that feature still needs work to properly work in UE4?Last edited by Mike.Skolones; 01-04-2015, 01:02 AM.
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