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  • replied
    Hey everyone,

    Definitely want Eden to be friendly and usable for people who only do blueprints, and I'd want the base player controller to support walking, driving and flying states. Once that's established the idea is that you can then parent any model you need to to it (i.e. character, car, spaceship) and tweak movement settings accordingly.

    Re sample vehicles, by the time I make my way through this coding marathon I'll be dying to do some art for a change so I'll probably do a couple of models just to scratch that itch (I really liked how UDK had three different sample vehicles, each with their own type of movement).

    Re multiple planets, absolutely. As you can see in the demo videos at the start of the thread, the very first test I set for myself was to see whether or not I could do infinitely random generation (and the results were better than I expected).

    The other thing I'm not sure if I've mentioned yet is that I'll also be building in a city generator, because empty planets are boring! And the voronoi functionality I've got going for the planet generation will work just as nicely for generating urban layouts. (I figure if David Braben could do it 23 years ago in Elite: Frontier II there must be something I can do in this UE4 day and age).

    While I'm on a roll, I've really warmed to the idea of making Eden VR compatible. From the start, my attachment to scifi was always based in the classic serial TV shows like star trek, star gate, farscape and firefly (even Andromeda till it got silly). We've had a lot of cool scifi games but most of them don't really make you feel like you're running around in a big universe like the shows did (Mass effect and Freelancer had a good crack at it though).

    How cool would it be if you could be walking around some random city with your crew, get in a car thingy and drive everyone to your ship, get on board and walk to the bridge, sit in the pilots seat, interact with the ship controls via motion controllers, lift off and escape orbit, then hyperspace to another star system where you basically reversed the process to go down into a different city, all in first person VR?

    Just sayin

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  • replied
    Would this possibly work to have multiple planets in a universe? That would allow almost infinite expansion if you do it right. Keep up the nice work, and you made front page on the EPIC games launcher for this project.

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  • replied
    Hey [MENTION=887]ioFlow Studios[/MENTION] -

    What will the Eden compatible player controller include?

    Will the Eden player controller be extensible via Blueprint?

    Will there be Eden Compatible Sample Vehicles? (Example such as Car, Jet or Spaceship)

    Keep up the great work,

    HeadClot
    Last edited by Mr_SquarePeg; 04-17-2016, 11:31 AM.

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  • replied
    Click image for larger version

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    Got a bunch of work done this weekend on getting the vertex normals sorted out, still more to go though as you can see... (but nearly there).

    Once I properly get rid of those lod seams I'll make an eden compatible player controller and sync the lod focal point to it so you can see it running in game.

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  • replied
    Wow, looks great! Keep it up!

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  • replied
    Originally posted by ioFlow Studios View Post
    Oh, and thanks to Alexander and epic for the mention and the cool badge!
    Congratulations ioFlow Studios!

    And what you are working on looks really, really neat!

    I can't wait to see where you go with it next!



    Rama

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  • replied
    Oh, and thanks to Alexander and epic for the mention and the cool badge!

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  • replied
    Glad your hard work is getting attention from Epic.
    Hope you submit and get the dev grant sometime too...
    Then maybe one day your hard work will merge with this....

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  • replied
    Originally posted by ioFlow Studios View Post
    Woohoo!

    Lol, saw you in the comments telling alex to scroll down =P
    Yeah - I wanted him to see the procedural planets in all their glory.

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  • replied
    Originally posted by HeadClot View Post
    You were featured on the Unreal 4 Livestream today [MENTION=887]ioFlow Studios[/MENTION]
    Woohoo!

    Lol, saw you in the comments telling alex to scroll down =P

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  • replied
    You will finish this.

    'Seems to be more to do with the shadows from the movable directional light than the mesh normals generally.'

    Try editing the cascade and pull in draw distance of the shadow.
    Last edited by JRV1; 04-14-2016, 02:24 PM.

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  • replied
    You were featured on the Unreal 4 Livestream today [MENTION=887]ioFlow Studios[/MENTION]

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  • replied
    Also, if anyone could make any suggestions about how to smooth out these faceted shadows that would be awesome:

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    Seems to be more to do with the shadows from the movable directional light than the mesh normals generally.

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  • replied
    Working on vertex normals now... switched out the ugly pic with bad normals for this youtube with the normals mostly fixed:

    Last edited by ioFlow Studios; 04-12-2016, 10:27 AM.

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  • replied
    Yay, coded out the gaps between the octaves... now it's nice and smooth to the horizon

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