User Tag List

Page 2 of 4 FirstFirst 1234 LastLast
Results 41 to 80 of 144

Thread: The Eden Project

  1. #41
    0
    Name:  20160417_235300.jpg
Views: 1712
Size:  76.2 KB

    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.

  2. #42
    0
    Luminary
    Join Date
    Mar 2014
    Posts
    1,614
    Hey @ioFlow Studios -

    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 at 11:31 AM.

  3. #43
    0
    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.

  4. #44
    0
    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

  5. #45
    0
    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

  6. #46
    0
    Nice, i have something of procedural planets too:
    Spoiler: 
    Name:  l1.png
Views: 1529
Size:  476.6 KB
    Name:  l1w.png
Views: 1531
Size:  50.7 KB
    Name:  l2.png
Views: 1531
Size:  456.3 KB
    Name:  l2w.png
Views: 1533
Size:  60.1 KB

    And i've implemented it about year ago. But now i can't continue it. Reason in that post: https://forums.unrealengine.com/show...127#post483127.
    Have runtime LOD and collision update. It works great in standalone and PIE, but not in packaged. Also it interacts with player character without problems and i've implemented correct LOD and collision update for network gameplay. Collision in packaged build is disappointed me. Also i have correct object spawner for procedural planets - it spawns any foliage, any buildings. Have prototype of atmosphere and water, also have prototype of in-game terraforming. I've done lot of work and what can i do now? Nothing or implement my own PhysX-based runtime collision pipeline to make it work in packaged, but i can't.
    P.S. Заранее извиняюсь за мой английский

  7. #47
    0
    @R4ndom3r - I have some experience with PhysX's base code, add me on Steam (same name as on here) and maybe we can chat and work through a solution together.
    Storyteller - An immersive VR audiobook player

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

  8. #48
    0
    Hey there R4ndom3r,

    They look great! Sounds like you're quite a bit ahead of me as far as adding stuff to the planet goes (good news for me, means all of that stuff is doable!)

    Collision is definitely one of the things I'm expecting to be more difficult than the other stuff I've already got done. My first plan of attack will be to try not using mesh collision at all, but instead to give each actor access to the planets height generating algorithms, so that they can effectively ask "what is the altitude of the terrain under my lat/lon position" and react accordingly . Height generated purely from math is very fast to access, but because I'm wanting to mix between different terrain patterns using the bitmap based biomes from the voronoi images at the start of this thread I'll probably run into some performance challenges there (but I'll cross those bridges when I get to them).

    How do you find the performance of procedurally spawned foliage? That's the one that I expect will be the most challenging, and collision will be an issue there too (can't have people driving through trees...)

  9. #49
    0
    Quote Originally Posted by ioFlow Studios View Post
    How do you find the performance of procedurally spawned foliage?
    Just spawn some trees and grass and see what happened. If you going to spawn over 500k meshes on planet, even with culling it will freeze every 0.5-1 seconds (i have not researched this problem, but found a solution). The solution is compounding big amount of single meshes to large "lod-blocks" of foliage and spawn that "blocks" (seems like landscape LODs). From 500k meshes i've reached about 500-1000 big lod-meshes. I've added culling distance too. But you can calculate foliage runtime like heights of planet - it's good solution too and i've implemented it too (based on coherent noise with displacement for coords matching every time). It's only performance issue and i wanted to avoid "spawn-calls", thats reason why i've implemented "lod-blocks".
    Not using collision is good choise, but what about interplanet interaction? At the beginning of my project i wanted to "ramming planets" and even did simulation with destruction meshes - it uses in-engine implementation of collision as far as i know. And collision interface provides good stuff (events, for example) to manage any kind of interaction (terraforming, ramming and even integration with physics-based fluids). I don't want to refuse it
    Last edited by R4ndom3r; 04-19-2016 at 01:59 AM.

  10. #50
    0
    Re the foliage, sounds promising... Re ramming planets, lol, no I won't be doing anything like that sorry

    Having said that, because I'm using clipmaps (or at least, my version of them) it's very easy to say "Ok, give me collision, but only for the 3 closest lod octaves" (or whatever). In fact I tried it already, but the collision generated by default by the proc mesh component was very poor quality so I guess I'll have to spin some code of my own to do that.

    Re progress, for tonight I had to keep slogging away at getting the normals between lod octaves synched, it's turning into a tough job but I seem to still be making progress (albeit of the slow variety). Needs doing but, so... *shrugs*

  11. #51
    0
    Samaritan
    Join Date
    Jan 2015
    Posts
    134
    Hello ioFlow Studios
    What you’re doing with the planet -sized terrain looks interesting and rather promising. I did build a system for planets that work good from an orbital view and procedural texturing a while back https://www.unrealengine.com/marketp...ile/MaxStudios if you’re interested I could look into coming up with a system to texture and populate your generated planet with vegetation according to your height data, climate zones and so on.

  12. #52
    0
    Hi cronos3k,

    Thanks! I love your planetarium asset too, it's such a great looking planet

    TBH been so busy coding hadn't even thought about the possibility of teaming up with other people... open to suggestions though. I'll send you PM, probably easier to chat about it there.

  13. #53
    0
    Also, now that you've got me thinking about texturing I remembered that I've got an (older UDK) example of the type of details I'd like to be able to do down at ground level in Eden.

    I did this demo video for a (huge) video tute series I made for my last job, it's pretty low res sorry but you get the idea



    No foliage and a bit rough in places, but I'm looking forward to seeing how much better I can do things in UE4 for eden...

  14. #54
    0


    Woohoo

    Finally got the normals across the lods lining up nicely together:

    Name:  20160421_215300.png
Views: 1332
Size:  798.7 KB

    It was REALLY hard (I'm not as clever as people think I am).

    P.S. the light grid lines you can see are just the default texture pattern in the default material.

    Here's the corresponding wireframe so you can see what's going on under the surface:

    Name:  20160421_215400.png
Views: 1328
Size:  362.4 KB

    Big win, gonna be a good weekend... (mwuhahahaha)

  15. #55
    0


    Thought I'd do a little video showing how the mesh can update in real time when you change the noise settings.

    It's not real smooth on my old laptop with screen recording software running, but that's ok. When you edit like this eden has to update all meshes planet wide every time one of the noise settings change.

    But in game it only has to make the meshes once, then they can just sit there until they need to change resolution based on the players distance from them which is staggered by the lod system so it's MUCH higher performance.

  16. #56
    0
    Promoter
    Join Date
    Dec 2015
    Posts
    197
    Wow omg

    Can you fly around on the planet now? :O

  17. #57
    0
    I can't say I totally understand whats going on here but I sure do respect your perseverance and dedication. It's very rad reading through your months of progress and seeing everything develop!

  18. #58
    0
    Not yet.

    Got a long weekend this weekend though, and player controller is top of the list now (need to see how it all runs in game before I pile a bunch more stuff on top of it).

  19. #59
    0
    Couple more youtubes of testing live edit on my (faster) work machine instead of my laptop:




  20. #60
    0
    Samaritan
    Join Date
    Aug 2014
    Posts
    101
    You got featured on launcher Spotlight Project, congrats! Nice work, I've been wishing for this for quite some time.

  21. #61
    0
    Good day.
    I am interested in this project. I really want to use it. But I do not know if the access to it, whether it is possible to download from somewhere.
    Can I take part in this project as a developer?

  22. #62
    0
    Yay

    Done seem to got collision sorted out...



    Still all very rough around the edges but a big milestone.

    Might start thinking about putting more detailed explanations up on my blog and just post youtube links here (for anyone who's interested in how this stuff works).

    Next major milestone: try and make a good enough demo to win a dev grant with...

  23. #63
    0
    Bit of a blast from the past sorry, but I stumbled across an old executable from my first attempt to create eden 8 years ago (in Irrlicht 3D):



    This was before I *nearly* got some basic texturing going (using antigrain geometry would you believe it, the same library I'm using now).

    Lot's of problems visible in the video obviously, but still not too bad as tech demo from nearly a decade ago

  24. #64
    0
    This is looking really cool, keep up the work! If you release it to the marketplace I'll definitely buy it. And thanks for doing this. I'm not much of a coder, so anything that's super hawt and is a plugin is awesome on my books.

  25. #65
    0
    Luminary
    Join Date
    Mar 2014
    Posts
    1,614
    @ioFlow Studios - How demanding is this tech / tool that you are currently developing on the hardware?

  26. #66
    0
    It was fine up until last night when I discovered the planet wasn't ticking

    Ouchy wouch, first big performance hit of the project. On the up side, finally now, the real work can begin.

    The good news is that what has been running breezily up until now, is UE4 rendering the amount of procedural meshes I needed it to (if that wasn't working it would have been a major blockage).

    So the next bunch of work will be all about slow grindy methodical testing, debugging and optimizing of the mesh calculations and generation. From there, I'll have a much more accurate picture of what UE4 will and won't be able to do as far as planetary terrain goes.

  27. #67
    0
    UE Community Manager
    Join Date
    Jan 2016
    Posts
    89
    Wow this is really cool! I can't say I truly understand all of the math behind it, but seeing your progress over time and how you explain each section certainly helps toward it!

    Seriously, this is awesome - keep up the amazing work

  28. #68
    0
    Luminary
    Join Date
    Jun 2014
    Posts
    1,786
    Quote Originally Posted by Jess.Hider View Post
    Wow this is really cool! I can't say I truly understand all of the math behind it, but seeing your progress over time and how you explain each section certainly helps toward it!
    Seriously, this is awesome - keep up the amazing work
    @Jess.Hider

    Talk is cheap, so forgive the directness, but how about a grant for Simon?

    1. It feels like Epic has been ignoring feature requests like this for 2 years now.
    2. Don't other grant awards pale in comparison to the ambitions shown here?

    It seems like half the forums want to see features like this one realized!
    Its a project for more than one dev too, especially population / auto-foliage.

    If there was $$$ others might join-in and add a Houdini-like auto-city-builder
    @cronos3k has indicated interest and maybe others like @Ignishot have ideas.

    UE4 is incredible! But the harsh truth is, Unity still offers more in this area....

  29. #69
    0
    Well, I am working on getting a demo ready as soon as possible. Once I've got that I'll put in an application for a grant

  30. #70
    0
    UE Community Manager
    Join Date
    Jul 2014
    Posts
    1,296
    Quote Originally Posted by franktech View Post
    Talk is cheap, so forgive the directness, but how about a grant for Simon?
    Thanks for the suggestion, franktech. The Unreal Dev Grants program is still in full swing, and we encourage anyone who is working on really awesome projects in Unreal Engine 4 to apply. No single person holds the key to decision making on who receives the grants, but I'll make sure the team has an eye out for the submission.

    Thanks again.
    Twitter [@iveytron + @UnrealEngine] YouTube [/unrealengine] Twitch [/unrealengine]

  31. #71
    0
    Quick note for those of you following along... false alarm with the performance hit, found another id10t error, and it's all nice and smooth again.

  32. #72
    0
    Luminary
    Join Date
    Mar 2014
    Posts
    1,614
    Quote Originally Posted by ioFlow Studios View Post
    Quick note for those of you following along... false alarm with the performance hit, found another id10t error, and it's all nice and smooth again.
    YAY for false alarms

  33. #73
    0
    Wow ioFlow Studios you've been working on this for more than half a year now!
    Teach me your ways, Sensei.

    Anyway, great stuff and good luck to getting this packaged and in the Marketplace!

  34. #74
    0
    Needed a small break from coding

    Thought I'd play with some art stuff for a week or two.

    Here's a short video showing a workflow I've developed in blender for modelling sci fi ships (you can see I'm using it on the model from the eden videos).


  35. #75
    0
    Infiltrator
    Join Date
    Jul 2015
    Posts
    12
    Hey Simon, this is looking great!

    This has always been a great interest of mine. You're doing great! Would love any information you could give on how you did some of these? I always had huge trouble with seams and normals.

  36. #76
    0
    Luminary
    Join Date
    Mar 2014
    Posts
    1,614
    Quote Originally Posted by ioFlow Studios View Post
    Needed a small break from coding

    Thought I'd play with some art stuff for a week or two.

    Here's a short video showing a workflow I've developed in blender for modelling sci fi ships (you can see I'm using it on the model from the eden videos).

    This looks interesting - Going to need to try it. I use blender as well

  37. #77
    0
    Yeah, it's getting there... the workflow is still quite time consuming but progress is steady (albeit slow).

    Name:  20160606_222000_post.jpg
Views: 639
Size:  71.9 KB

    Having said that I have been getting back into edens code, she has a few dramas at the moment and I'm just patiently working through them for an hour or two each night.

  38. #78
    0
    Luminary
    Join Date
    Mar 2014
    Posts
    1,614
    Any news on this?

  39. #79
    0
    Yep. Had a break for a month or two - think I burned out for a bit and had to do some art (hence the ship above) - but have been back at it for a week or two again now.

    Basically I built all of the above stuff without checking along the way that it could cook or build to an executable, then when I finally did try it, it wouldn't work <insert facepalm>

    I also ran into a deep structural problem that wouldn't let me change the number of octaves on the fly in the editor (specifically, you can only use CreateDefaultSubobject in a constructor).

    Because of all this I've been rebuilding and refactoring the code in a clean project (testing building as I go) which has yielded a nice little grab bag of benefits:

    - let me migrate to 4.12 (yay sequencer )
    - moved over to the (awesome) Runtime Mesh Component
    - much better code/execution flow structure and debugging (phew)

    I don't have any new screenshots of the terrain yet because I haven't quite got the terrain mesh up and going again but I do have some more pretty screenshots of the ship above fwiw (helps me not go crazy when I've over coded):

    Name:  20160727_111800_post.jpg
Views: 473
Size:  511.0 KBName:  20160727_111900_post.jpg
Views: 480
Size:  260.5 KBName:  20160727_112000_post.jpg
Views: 469
Size:  658.4 KB

  40. #80
    0
    I got the first stages of meshing going again (roughly):



    Good stuff:
    - Can change resolution (number of octaves) on the fly now
    - Octave movement snapping much finer now (down from 25% of octave width to two polys)
    - Cubic blending added in to help people see how the whole thing works under the bonnet

    Buggy stuff:
    - Still wrangling with what I call octave cropping, you can see near the end as the octave goes off the left edge of the panel it doesn't crop properly (yet)
    - Also need to re-implement the bit that chops a hole in the middle of the octave that fits the next smaller octave

    But, it's sort of going again and the structure is much cleaner and faster so yay

Page 2 of 4 FirstFirst 1234 LastLast

Posting Permissions

  • You may not post new threads
  • You may not post replies
  • You may not post attachments
  • You may not edit your posts
  •