Video yükleniyor...

Video Yüklenemedi

Ana Sayfaya Dön

Achieved some major performance gains thanks to Scene Graph & access to niagara parameters! Before: each projectile is a creative_prop animated using MoveTo() After: each cast spawns multiple projectiles in a single niagara system & with its state updated dynamically in code

20,564 görüntüleme • 1 yıl önce •via X (Twitter)

9 Yorum

Nate Reese profil fotoğrafı
Nate Reese1 yıl önce

Incredible stuff Jacky - thanks for sharing. Dying to jump into Niagara Params

FOAD profil fotoğrafı
FOAD1 yıl önce

@natereesedev This is awesome 🤩 Amazing work!

Zmakattack profil fotoğrafı
Zmakattack1 yıl önce

how are you checking the collisions? do you just do one overlap trace in a sphere and then scale up the size based on time or do you check every individual projectile

ItsJacky profil fotoğrafı
ItsJacky1 yıl önce

Colision checks are not using Scene Graph features. Still relying on keeping a list of all NPCs & performing distance checks.

Sprintermax profil fotoğrafı
Sprintermax1 yıl önce

@UEFNZmakattack But how do you sync the collisions with the damage for the correct dps? Same for weapons with lower effect angle

ItsJacky profil fotoğrafı
ItsJacky1 yıl önce

@UEFNZmakattack Niagara System has array of floats as parameter that sets the lifetime of each particle, which can be set to 0 in Verse to kill the coresponding particle.

Sun pirate profil fotoğrafı
Sun pirate1 yıl önce

How are you calculating the tick rate?

GameDevMicah🤩FundingHunter📈 profil fotoğrafı
GameDevMicah🤩FundingHunter📈1 yıl önce

@FUNBBTV

Garry Casey profil fotoğrafı
Garry Casey1 yıl önce

This looks cool!

Benzer Videolar