Really glad to see this still going! And man, Salmonick had some nice visuals. Yours is really awesome as a work around. Definitely something I’d look into as an alternative to Ryan’s raymarching.
Love the new volumetric clouds in 4.26 but it turns out they don’t work in VR… so I had to spin up some of my own:
I… don’t know what that means XP
Got a Quest 2 for my birthday, so I’ve been slowly and painfully learning how to VR in UE4 for the last week.
Saw the trailer for “From Other Suns” and quite liked it but am interested in trying to get past the whole floating hands thing.
TL;DR Here is (a really rough recording of) Eden running in VR with an IK body and animated transitions to teleports:
Aight, bit stuck need help with navmesh stuff… couldn’t find an appropriate sub form so I thought I’d be a cheeky busted and post it here (and it is tangled up with eden anyway).
So, basically, my character keeps randomly running the wrong way when I try to move him down a narrow navmesh path (skip to 1:30 in the video):
What’s all that about?
“Never compare to others - just improve yourself.”
Both of these projects are super exciting. And this post will make sure I stay up to date. Keep the updates coming [USER=“887”]ioFlow Studios[/USER], it was interesting to read your post history here!
Re Maximes Dupartes work, ah I see, yes lovely stuff, very inspirational
I hope I can get my stuff looking that nice one day!
Re my little project, I have in fact been busting my guts implementing some very cool new stuff… I’ve just got a wee bit more to do on it then I’ll post a bunch of pretty pics (tease tease).
@UnrealEnterprise we consider all applications - first step is to apply!
The mega grant program is amazing, I’ve just always been a bit shy about putting in for it because the primary consumable for the eden project is time not money…
Having said that, I’ve got a pretty big bday coming up at the start of next year, and it sure would be nice to get something releasable going this year before that hits
As cool as it would be to work full time on Eden, that’s not going to happen… but I suppose a bit of help with some smaller stuff could help speed things along.
I’ll sit down tonight after work and put together a list of ideas…
Think i’ll apply for a Dev Grant within next month, once i finally get the website up and running.
I have been following your Eden project for a while [USER=“887”]ioFlow Studios[/USER] and it’s always truly fascinating to see other person tackling some of the same challenges than i do, and in your case with a completely different angle than mine.
My original reference for the planets was Star Citizen, in which it’s far from being a fully procedural approach but more an artist-driven one which really suits the photorealitics results i’m going for.
Aight, new video
Spent the whole long weekend implementing UV coordinates for the octaves in the planet mesh.
Thought I’d make a grandiose landfall video to celebrate nearly busting a foo foo valve doing it:
Now that’s sorted, I can get onto using the AGG stuff I upgraded recently to put the world map stuff I did recently into the actual material in the planet. For the record, while that’ll look pretty, the planet chart stuff is really just a biome mask map, I’ll be using proper (nice) materials down on the ground.
Oh, yes this is just in the editor, and yes, those heightmaps are just placeholders.
Welp, I put in (literally) 60 hrs of blood sweat and swears to get my vector based texturing going and here are the results (so far):
I know it’s pretty rough (it’s basically just a debug texture to show the grid in the data structure)
Problem is, the performance is through the floor. Those are only 512x512 textures in each octave and AGG is cratering rendering them with just a couple of hundred triangles. I’m going to do some speed testing on a simple plane in an empty scene but short of discovering a massive (and I mean MASSIVE) id10t error it’s looking like I might have to rethink my whole texturing approach (ouchy ouch).
So if anyone knows of a faster more modern 2d vector graphics library, I’m all ears
50 x 50 simple black squares in a 2k texture = 0.080076 seconds
200 x 200 simple black squares in a 2k texture = 0.492560 seconds
I honestly thought vector graphics were faster than that…
I’m sure I’ve seen SVG rendering do waaay more that that : /
Hello World
Made a little work in progress recording of my planet thingy, got some basic functionality going in UE5.
No multi threading at the moment but the performance is still pretty good except for the collision in the procedural mesh component which is behaving pretty badly.
On the weekend, I’ll switch over to Koderz runtime mesh component then problem solve the collision…
Aight. So my big challenge this weekend is to figure out what’s causing this jitter:
Any suggestions?