is what I do in my retirement to keep my brain active. The intent is to recreate the city of Jerusalem as it stood about 65 AD (before the Romans destroyed it). The Temple was the centerpiece of the city as well as a fortress so that is where I started. is almost entirely with BSPs (since converted to static meshes) freebies from Epic and one pillar (also a freebie from a modeling web site).
Southwest stairs/entry over Robinson’s
Inside one of the Hulda ore “mole” tunnels (southern entrance)
is cool, I have made a couple of similar projects without VR though. I ran into performance issues when filling a map with paint (using decals), did you find was the case and if so have you found a better approach?
Currently working on proyect, initially inspired by Little Big Adventure. But now the concept has evolved
-I working on:
- random generated npc, whit random names and random color clothes.
- NPC Navigation
- And toying whit construccion scripts
Looks good so far, when you finish that you should send it to UE4, I’m sure they’d love to give it out so creators can change up their mannequin (great for testing purposes).
I’m sorry but I just wanna give all of my dbz info so dragon ballz unreal game happened able fly into the when fighting opponent add more fighting moves for every character in the game plus team battle secrets story missions able to use and fight great ape in the game
Was doing some work with AI logic, I made him mad… he stole my clothes and chased me out of his nav mesh bounds volume… I’m too scared to PIE again guys…
Feed Forward and Backpropagation Neural Networks C++ Plugin.
It has things like various learning types, Supervised, Unsupervised, Reinforcement(negative and positive), as well as Evolved Genetic Neural Networks.
Its a only a C++ plugin, written by me with all 100% UE4 code. No external libraries used.
I found a 2D racing template and i implemented two Racing AI’s to showcase the networks.
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Video information
Blue cars- Simple Checkpoint following AI which came with the 2D Racing template.
Yellow cars- Simple Neural Network AI, Racer Avoidance. Checkpoint following AI(Constant racer neural parameters, like, sight distance, sight fov, breaking and accelerating aggressiveness, non-variable neural network hidden layer counts and number of hidden layers 3 inputs, 5 hidden, 10 hidden, 5 hidden 3 hidden, 2 output)
Red cars- Advanced Genetic Neural Network AI, Individual Racer Avoidance. Checkpoint following AI.(Genetic racer neural parameters, like, sight distance, sight fov, breaking and accelerating aggressiveness, variable neural network hidden layer counts and number of hidden layers 3 inputs, rand(x) hidden, for y, 2 output)
The drivers were all either trained or evolved and trained before the video took place.
The cars all have the same attributes, only the driver’s abilities change.
Hi guys, I released a Pre-alpha demo of my game Save Our Souls almost 2 weeks ago, Thought I’d post a the trailer
And you can download the game on thread if you want to try it out. .unrealengine/showthread.php?112563-SaveOurSouls-Pre-Alpha-Demo-Now-Available