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The Eden Project

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  • #31
    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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    • #32
      Also, if anyone could make any suggestions about how to smooth out these faceted shadows that would be awesome:

      Click image for larger version

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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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      • #33
        You were featured on the Unreal 4 Livestream today [MENTION=887]ioFlow Studios[/MENTION]

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        • #34
          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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          • #35
            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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            • #36
              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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              • #37
                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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                • #38
                  Oh, and thanks to Alexander and epic for the mention and the cool badge!

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                  • #39
                    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
                    100+ UE4 C++ Tutorials on the UE4 Code Wiki, including UE4 Multi-Threading!

                    UE4 Marketplace: Melee Weapon Plugin & Compressed Binary Save System Plugin | Rama's C++ AI Jumping Videos | Vertex Snap Editor Plugin

                    Visit www.ue4code.com to see lots of videos about my C++ Creations! ♥ Rama

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                    • #40
                      Wow, looks great! Keep it up!

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                      • #41
                        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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                        • #42
                          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 HeadClot; 04-17-2016, 11:31 AM.

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                          • #43
                            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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                            • #44
                              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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                              • #45
                                I want this bad.

                                VR Mass Effect here we come.
                                Storyteller - An immersive VR audiobook player

                                Dungeon Survival - WIP First person dungeon crawler with a focus on survival and environmental gameplay ala roguelikes

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