Beautiful shots [MENTION=109944]MayDream3d[/MENTION]!
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What Are You Working On? Community Screenshots & Videos
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@Alexb10 : really cool project, the sci-fi concept just fits this style, I mean building a base/factory for crazy robot manufacturing!
will it be a multiplayer game? and if yes what amount of human and AI players could play in a level with good performance? (I work on 2 RTS projects too)
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Originally posted by sivan View Post@Alexb10 : really cool project, the sci-fi concept just fits this style, I mean building a base/factory for crazy robot manufacturing!
will it be a multiplayer game? and if yes what amount of human and AI players could play in a level with good performance? (I work on 2 RTS projects too)Our focus right now has been on the SP initial release, so we haven't officially decided on which of the many singleplayer elements we will bring over to multiplayer. But, considering the optimizations we've achieved so far with the unit optimization, you could probably keep performance in the green with maybe 2-6 human players and 200+ AI, but it really all depends on the "gamemode", meaning it depends on whatever other functionality from the SP is brought to MP, as well as whatever performance milestones we can achieve throughout the remaining development time. I'd be happy to check out your RTS projects by the way, if you have a link
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Here's my personal project, I'm new to Unreal engine, or to game development.
https://www.youtube.com/watch?v=6y83K4Hy-lE&t=23s
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this is what ive been working onreconstructing babylon
and video here : https://www.youtube.com/watch?v=Lxk2eAwwmwU
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Been working on eyes for the stealthy game. I’ve been trying for a while to emulate HL2/the Source engine’s approach to eyes in UE4: they’re not rotating sphere meshes with bones, they’re more-or-less flat planes with a shader on ‘em that points the iris/pupil where you tell it. It ends up being a lot less maintenance and it’s cheaper too (although the cost of those extra bones is probably negligible on most platforms). I’m not shader mathy enough to pull it off on my own; but Matt Hoffman saved the day, with the help of an email from Ken Birdwell (the Valve guy who wrote all this stuff for HL2 in the first place).
Blog post here with videos etc and a lot more info.
Using HL2's Gman as a test-guy
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Hey, that is pretty cool joe!Spline-Enabled Fence Pack - "Great pack, huge time-saver, top quality and enough variety to really make the assets unique." -Dark Acre Jack
Destructible Road Signs - "Seriously awesome. Single blueprint for pretty much all the road signs you'll ever need." -thankstipscom
Zipline/Teleporter/JumpPad - "This is a very flexible system for any project, and really simple to implement." -lunyBunny
Wooden Storage Pack - "Very good high quality assets and well worth it." -Deathweave
Digital Portfolio
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Foliage I made for project "Our Heritage"
more screenshots: https://www.artstation.com/artwork/3DNX2
Thread : https://forums.unrealengine.com/show...-quot&p=704495
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