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[Community WIP] Fish Schooling AI and Assets Package (Open Source)

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    #31
    Originally posted by Komodoman View Post
    Yep we're still using 4.6 for our project, can't wait to check out the new build!

    Komodo
    Ok no problem, I'm sure there are many others as well so it is in the works.

    I created a GiitHub organization for the project, if you want to be a part of it just PM me your info, but I understand if you can't you are probably pretty busy right now!

    Cheeers man, I will have 4.6 up by tomorrow.

    -Cam
    Free Community Ocean & Sky Project || Join us on Discord! || Trello Roadmap

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      #32
      Hey everybody,

      I just added some more optimization to the fishes in addition to making the variables a lot more clear and splitting them into sections. Still working on packaging a V0.2, but if you want the latest get the code from GitHub.

      Also: Would any of you be interested in seeing me add a harpoon gun with realistic rope physics? My friend has been working on realistic ropes here, and the code involved wouldn't be too hard to have fish be killed and reeled in by a harpoon gun. I, of course, would need to convince my friend first .

      pce~
      Komodo
      Last edited by Komodoman; 03-13-2015, 12:50 AM.

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        #33
        this is so awesome, thank you so much!

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          #34
          Originally posted by Komodoman View Post
          Hey everybody,

          I just added some more optimization to the fishes in addition to making the variables a lot more clear and splitting them into sections. Still working on packaging a V0.2, but if you want the latest get the code from GitHub.

          Also: Would any of you be interested in seeing me add a harpoon gun with realistic rope physics? My friend has been working on realistic ropes here, and the code involved wouldn't be too hard to have fish be killed and reeled in by a harpoon gun. I, of course, would need to convince my friend first .

          pce~
          Komodo

          wow that would be great

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            #35
            Been working on obstacle avoidance tonight. I made some good progress, but wasn't able to get it where I want. Once that is done I'll feel confident in posting a new video where I create a quick aquarium scene in UE4.

            Hakuna Mattata,
            Komodo

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              #36
              Hey guys,

              I made part 1 of a 2 part video tutorial for implementing my fish into your own game. I also released v0.15 of the fish package above.





              Cheers,
              Komodo

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                #37
                Here's a video of my updated fish:



                Hakuna Matata,
                Komodo

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                  #38
                  Just got word from my friend that I can include his rope physics and caustics in this package. So a big thanks to Regalith. I'll add his stuff when I have time. Cheers!

                  Komodo

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                    #39
                    Awesome stuff komodoman, and thanks Regalith for the rope physics and caustics...

                    Can anyone explain how I can add an animation to when the shark attacks to open his mouth? or turn left and right animations?

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                      #40
                      Hey guys,

                      Just got caustics available through the Ocean Demo github. Checkout the master branch for both caustics and working fish!

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                        #41
                        Hello there!

                        Just wanted to say that I'm appreciating your package so much. Thank you for providing the public which would have been, tiresome, grinding work to make.

                        I've been trying to get flocking working for land based animals within blueprint, sadly with no luck as of yet. Still waiting for that little light bulb in my head to go off.
                        Not only that, but getting smooth land based animal movement without invalid paths/collisions... Wondering if it's even possible, C++ seems the better way to go.

                        Again, thank you for your contribution. For me it's a great reference and time saver.

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                          #42
                          Originally posted by MonkeyCrusher View Post
                          Hello there!

                          Just wanted to say that I'm appreciating your package so much. Thank you for providing the public which would have been, tiresome, grinding work to make.

                          I've been trying to get flocking working for land based animals within blueprint, sadly with no luck as of yet. Still waiting for that little light bulb in my head to go off.
                          Not only that, but getting smooth land based animal movement without invalid paths/collisions... Wondering if it's even possible, C++ seems the better way to go.

                          Again, thank you for your contribution. For me it's a great reference and time saver.
                          Thanks man,

                          I haven't tried doing flocking when working with creatures bound to a Z coordinate, but I have an idea how you might go about it. I would use my current code and remove any references to the Z coordinate or setting of the Z coordinate and enable gravity ( and of course have land and animal block all collisions). Then the animal would flock around on the X and Y and gravity would take care of the Z. I haven't tried this out so I don't know how effective this would be and I can already imagine this would have animals move up a mountain just as fast as they move across an open field.

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                            #43
                            Hey guys,

                            Just wanted to let you know that I'm moving updates to DotCam's Ocean Project. I have been updating the fish system there - this thread will no longer serve for future updates.

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                              #44
                              Oh my thank you so much! i'll try these out. Will post results later.

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                                #45
                                I am ready to go fishing. Looks very promising good work

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