an interior archviz scene
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
watchW2Y2yHXG-k
Some works on page. =)
Screenshot of my wip project battle of the realms.
://puu.sh/pgLGp/9cbac36913.jpg
://puu.sh/ppndo/bd6ce2a394.jpg
An MMORPG utilizing an external (separate from client) server with support for multiple maps, level streaming, origin rebasing and fully authoritative.
Hi guys, is our team’s old work last year but didn’t have the to show now. Succubus is one of the bosses in character series we did for Cross Reverie game. Feel free to give feedback!
Character detail : www.thundercloud-studio/character/succubus/
://cd8ba0b44a15c10065fd-24461f391e20b7336331d5789078af53.r23.cf1.rackcdn/polycount.vanillaforums/editor/x5/qk0gkqp6efri.jpg
Tested in UE4
://cd8ba0b44a15c10065fd-24461f391e20b7336331d5789078af53.r23.cf1.rackcdn/polycount.vanillaforums/editor/qb/28b4i97ylbqa.jpg
Our most recent animation showcase
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Getting AI to drive offroad. work to do, but coming good. They get random destination in video and drive dynamic path into it (following the orange spheres). Then get new destination. There is also stuck checks to make them go reverse.
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A quick test importing destructible rigid body sims (and switching between a static mesh, to a skeletal, and back). Seems to work quite well.
watchSXT8TgKz4c
Latest progress On Save Our Souls. Working on a new character and trying out a more frantic style of play.
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Hello fellas, today our studio released Juggernaut animation video, hope you like it
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Hi everyone, is a fly through and some screencaps of an environment piece I’m working on.
I’m focusing on things like colour, lighting, environment design, blending foliage into the landscape, overall feel of the level, etc. Some of these assets are from the marketplace, but I’m not focusing on modeling/texturing for project.
Critique is very welcome, let me know what you like/what I could do to improve piece, Cheers.
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still in matinee… (let’s see, how can i put )… sequencer was a disaster…
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Dockworks-TDM Map
Working on one of my team deathmatch maps for Cyguard 7G. Most of the exteriors are , now to work on the interior sections.
Dynamic battles getting forwad and updating landscape materials.
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I don’t think you “made” it exactly. Multiplayer has challenges (also you don’t have boost implemented)
I worked on github/EpicGames/UnrealEngine/pull/2497 and github/gameDNAstudio/MobileUtils/commits/ btw
My lovely RTS folks are marching like a charm.
Of course needs more work, but currently I’m happy with it.
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I’m really impressed. Any idea when you are planning on releasing? I have developed a custom physics vehicle and I am currently playing around with AI. Looking for someone to test for you or an early access sort of arrangement? Email me: HostileAssets
3D Path Finding.
Navmesh has a limitation where the AI character could only walk on connected paths. On separate islands, one would need navlinks or custom target points to act as navlinks. However, that might be unimplementable… or so as my feeble old mind thought for runtime procedural generated landscape. Took me 6 weeks to dig out the info, playing with muddied waters and implement it. Digging out info for the navmesh was the hardest as i was practically stuck for close to two weeks without improvement. Now for my next pet learning project…
Working on a 3rd person shooter for android,
C.A.R.L. - Combat Assault Recon Lifeform…
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