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[TECH DEMO] Zergification

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    #16
    • Are you doing it all in blueprints?
    Yes I am.

    • How is performance?
    It takes about two seconds to generate new town. To feel performance drop I need to increase town size 4 times. At the moment I'm not using instances meshes, however, most of my meshes are really low poly and I reuse a lot of same textures.
    Everything in my project is data driven, I'm not using collision checks, ray casts or anything like that. Instead, I generate a set of data and then use builder classes to build, walls, buildings, roads and so on.

    • Could you generate a much larger initial shape?
    Yes, by changing value of the single variable. However, my macro variation system does not take that into account, so if I drastically increase town size they start to look alike.

    • What about building many towns and joining them so any common edges or overlaps were blended together?
    Yes, my framework supports that. At the moment what does not look very good, I would need to adjust some stuff if I would like to do that properly.



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      #17
      [MENTION=24243]Vaidas[/MENTION] This is looking great! Are You going to make some king of mini game after that? (Give a character flamethrower to burn the infest, maybe with some 'specials' puckups)
      Anyway, even as a tech demo this is looking great! I'm in love of everything procedurally generated.
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        #18
        I'm not going to resist making game out of this in the end, but that is far far in the future.
        I have multiple ideas for it and in most of them you are controlling the Zerg and controlling everything from the top view.

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          #19
          Man, I really hope you consider putting up what you have now on the marketplace as I would happily pay money to get a good look at how you handle all the generation in blueprints. I am at the moment using streamed levels loading in and out to create a procedural workflow but I would kill to see how you have set it all up haha.
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            #20
            Keep going on, man! It's really great stuff.

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              #21
              Good news everybody!
              In about a month I'm planing to put my project in the marketplace for free. At the moment I'm adding a little bit of extra content and polishing some minor features.

              What I have at the moment:
              • town data generation blueprint
              • builder classes for the walls, roads, buildings, edges
              • global system for micro variations
              • variety of shaders that uses different techniques to create visual variation
              • debugging tools (Lego like constructor that allows you to manually create generation data)
              • 100+ modular meshes
              • 30+ hand painted textures (including albedo, roughness, normal and various masks)

              Now the question is what else I should put into the project before I upload it? Personally, I think that commenting more of my code would be nice. Also, some explanations for my naming conventions might be useful... name like B_2_1_E_1 is extremely informative... but only for me.

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                #22
                Originally posted by Vaidas View Post
                In about a month I'm planing to put my project in the marketplace for free. At the moment I'm adding a little bit of extra content and polishing some minor features.

                Kudos! This will be popular... You can always just add the project here:
                https://forums.unrealengine.com/foru...-and-Tutorials

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                  #23
                  Looks super awesome! Can't wait to get my hands on it and try it out for myself!
                  Check out our game Arcus!

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                    #24
                    Very exciting project! Earlier I made a modular wall system, but your one is much better, the naming convention is really practical. For my RTS I want to make something similar, but on a pre-made landscape, where height is more problematic... What I miss here is how characters can walk up to defensive town walls, you could add stairs there, or use towers with inner stairs or ladders, if not already done. I found another project with procedural mesh based terrain generation, the 2 project could be merged somehow to provide full game nvironments.
                    "Age of Total Heroes" - RTS Pathfinding and Movement System for UE4
                    RTS Camera C++ Tutorial

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                      #25
                      Cool but I think you can't add on marketplace something for free so just post it on forum

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                        #26
                        Originally posted by Sadaleus View Post
                        Cool but I think you can't add on marketplace something for free so just post it on forum
                        You can add free stuff to the marketplace, but it will be in the Learn section of the launcher.

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                          #27
                          Hi, any news on this great project?
                          "Age of Total Heroes" - RTS Pathfinding and Movement System for UE4
                          RTS Camera C++ Tutorial

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                            #28
                            I like the animated gif break down of how you got about generating things.. really helps wrap ones head around the basic logic of doing it

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                              #29
                              ...just a side note for those who deal with procedural city generation: in the RTS game Empire Earth, for the wall construction, the pathfinder system is used. namely, they do a Dijktsra search to determine the walls surrounding all the buildings to be protected, which is a great idea and can be very useful in case of a couple of game genres...
                              "Age of Total Heroes" - RTS Pathfinding and Movement System for UE4
                              RTS Camera C++ Tutorial

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                                #30
                                [MENTION=24243]Vaidas[/MENTION] Looks nice Are you still working on this?
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