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    Hi, sorry if I repeat myself, any feedback about the three items proposed for the todo/wishlist?

    - Support for Tessellation and World displacement on OSX / OpenGL4.1
    - Support in Shader Model 4 for Reflections on Translucent Materials on OSX
    - HiDPI OpenGL Rendering on OS X / retina displays support (both editor and standalone games)

    Marksatt-pitbull commented on the last one but as far as I have seen none of the three are in the trello roadmap currently. Would it be possible to add them to keep track?

    Comment


      Ideas for Marketplace Demos

      With an engine this beautiful, it'd be great to have more variation visually in the modular building 'Assets' of the marketplace demos, especially 'Exteriors'. UDK had some interesting contrast, particularly in the visual style of modular buildings of EpicCitadel Castle versus Necropolis City etc.

      Example photos :-

      https://forums.unrealengine.com/show...l=1#post156778
      https://forums.unrealengine.com/show...l=1#post157081
      Last edited by ClavosTech; 10-02-2014, 10:50 AM.

      Comment


        I think it's time to update Trello boards!
        EVERYTHING is outdated, except backlog ofc.
        SuperGrid: Marketplace Page | Feedback Thread | Demo | Website
        Level design and prototyping for newbies

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          Originally posted by zeOrb View Post
          I think it's time to update Trello boards!
          EVERYTHING is outdated, except backlog ofc.
          Take a look at the history. They update about once a month. I wouldn't expect the next update for a week or so.

          Comment


            Originally posted by RPotter View Post
            Take a look at the history. They update about once a month. I wouldn't expect the next update for a week or so.
            Yep! We're starting the monthly update process this week so expect to see changes in the public roadmap shortly!

            Comment


              What happened to the RTS template?

              Hello,

              I was really interested in the RTS template. Like, tremendously interested, it constituted my top expectation, because I am a hobbyist and I don't really have industry-related concerns.Months after months, I saw the roadmap be pushed a little further each time, and now, the template has fallen in "Wishlist/Backlog".

              I don't want to criticize anyone, I understand that you have more pressing concerns, but I would be really really interested to have someone explain why the RTS template was pushed away. The reasons I can come up with are :
              • Networking : what model should you apply? Lockstep? But it does not mix well with blueprints. The PA approach? Probably unproved
              • Much more work than expected
              • No one actually started working on it at any point


              The reason I ask is that this insight would be super valuable as a high-level perspective for a hobbyist like me.

              Thanks for your hard work!

              Comment


                The main reason is that we simply have not had the resources to tackle it yet. We are adding a 'twin stick' template for 4.5, which is quite simple by comparison. We do know that many people are interested in RTS though, so that will probably be the next one we tackle! I'm not sure yet how we plan to handle the networking side of it. Not all templates support networking right now, but this probably something we want to fix over time.

                The standard approach for networking in UE4 is a client-server model. That should work well for a reasonable number of units, and we plan to continue to improve our net code to handle more and more. Building something like the PA model (which is also client server) on top of UE4 seems interesting and possible, but would be some work.

                Introducing lock-step means making the engine (or at least, all the parts that process gameplay logic) deterministic, and that is a REALLY big job we don't currently have any plans to tackle. It seams possible though for a game to build a deterministic 'sim loop', and have the rest of the engine just act as a 'client' onto that. This would limit how much you could use things like Blueprints to build gameplay logic though.
                Lead Programmer - UE4 Animation/Physics/Audio Team - Epic Games
                Twitter: @EpicJamesG

                Comment


                  https://trello.com/c/GEE8f3yT/420-in...max-world-size

                  That is very cool, but I think there is mistake in description. Last time I checked world across currently have about 5km max, assuming scale 1uu = 1cm.
                  https://github.com/iniside/ActionRPGGame - Action RPG Starter kit. Work in Progress. You can use it in whatever way you wish.

                  Comment


                    Vectors are signed.

                    Comment


                      Originally posted by Veovis Muad'dib View Post
                      Vectors are signed.
                      Hmp.
                      But then. WORLD_MAX across is about 500k (I don't remember exact number).
                      And you can confirm it by manually measuring grid in editor.
                      500 000cm = 50 000m = 5km.

                      What I'm assuming wrong ?
                      https://github.com/iniside/ActionRPGGame - Action RPG Starter kit. Work in Progress. You can use it in whatever way you wish.

                      Comment


                        Signed means they can be positive or negative. -500,000 to +500,000.

                        Comment


                          The origin is in the middle, the outermost sensible location defined is WORLD_MAX units away along the axes, so its 10km at all, from one end to the other.

                          Though I actually read 5 square km elsewhere, 10km makes more sense.

                          Comment


                            Originally posted by Veovis Muad'dib View Post
                            Signed means they can be positive or negative. -500,000 to +500,000.
                            Yes but my point is that when measured, world have only about 500k uu total. So if we take from origin point it is only from about -250k to +250k.

                            Edit:
                            To check it out. Open Editor, open orthographic view. Zoom out until you can see entire grid, middle click and measure dimension of grid. Grid is maximum allowed world size.
                            https://github.com/iniside/ActionRPGGame - Action RPG Starter kit. Work in Progress. You can use it in whatever way you wish.

                            Comment


                              I haven't actually looked. However, based on the Trello entry from Epic mentioning 10k, I'd have to assume that values are clamped between -WORLD_MAX and WORLD_MAX. Makes more sense to me than clamping between -WORLD_MAX / 2 and WORLD_MAX / 2.

                              Comment


                                Inside is right, HALF_WORLD_MAX is used to compute the boundaries.

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