I do a weekly UE4 developer vlog, in which I document my weekly progress in making a procedural building system.
In week’s vlog (episode 4), I discuss seamless material tiling across multiple, modular meshes. Should be of interest to anyone who’s ever tried making modular buildings.
We just found out Space Dust Racers is coming to GDC March 4-6! Thanks heaps Epic! We’ll be at the Unreal Engine booth, #1024 South. ’s our latest trailer showing what kind of mayhem you can expect:
I am on a college research team creating a “saving sim” for the North Atlantic Right Whale. I thought I would show you guys some of the fish flocking behaviors we have implemented. I hope to release the code for flocking soon. Hopefully I will be able to give you guys more information about our game as we get closer to finishing!
Edit: The surface water and buoyancy is using 's WIP Ocean Shader project, thanks !
Open source HTML based UI system! Mostly just a framework for providing nice methods and Chromium Embedded Framework. It tries to stay out of the way and let you create the UI you want.
Working on an Archvis quality, realtime FPS. (Yes inspired from the work Koola has - made me realize that FPS games are no longer limited to blocky, low res, boring visuals.
Screenshot:
Video - purely just to test the glass and give a rough idea of the FPS feel, nothing polished at all yet:
If you like Planet in Space Blueprint, you can vote for the Blueprint to get it on to the UE4 Marketplace:
trello/c/IoFBuGld/293-planetarium-planet-blueprint