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Making destruction even more dynamic in UE5! - Debris fragmentation: Real-time, no Chaos fractures. - Orphaned geometry detachment: No more floating pieces. - Advanced damage settings: Customizable destruction effects. #screenshotsaturday #UE5 #gamedev #UnrealEngine5

26,584 次观看 • 1 年前 •via X (Twitter)

50 条评论

Andriy 🇺🇦 的头像
Andriy 🇺🇦1 年前

Solid work, man! Could you describe more detailed?

Antonio Lattanzio 的头像
Antonio Lattanzio1 年前

It would take a while.. might have to write a tutorial or something like that. I'm just using old techniques used decades ago for physics engines. People are forgetting about it

GameDevMicah🤩🔜UNREAL FEST SPEAKER 的头像
GameDevMicah🤩🔜UNREAL FEST SPEAKER1 年前

@andrie4ko I’d love to know about your tech! Does it support Nanite?

Antonio Lattanzio 的头像
Antonio Lattanzio1 年前

@andrie4ko Thanks! I’ll have to write a tutorial on this at some point! Nanite doesn’t support real-time destruction: it relies on precomputed mesh data. However, it can be worked around by swapping Nanite meshes with non-Nanite geometry at runtime, using procedural meshes for destruction

GameDevMicah🤩🔜UNREAL FEST SPEAKER 的头像
GameDevMicah🤩🔜UNREAL FEST SPEAKER1 年前

@andrie4ko Ah bummer! I figure this would be a proc mesh or dynamic mesh(aka non-nanite) but had to be sure! Wreck it! 🔥🔥🔥🤘🤘🤘

Antonio Lattanzio 的头像
Antonio Lattanzio1 年前

@andrie4ko 😂😂😂 Thanks man! Maybe I'll add support for Nanite after I finish to destroy more things!

GameDevMicah🤩🔜UNREAL FEST SPEAKER 的头像
GameDevMicah🤩🔜UNREAL FEST SPEAKER1 年前

@andrie4ko We are exploring what options are to breakup kitbash pieces of my buildings, or to make them seem damaged, not so perfect! But at the rate of 100s to 1000s a frame! Please let me know if you have any ideas :) Cheerss!

Antonio Lattanzio 的头像
Antonio Lattanzio1 年前

@andrie4ko Looks great! The delay is likely from async calls in Chaos to maintain frame rate. I would try performing collision checks on future frames (prediction) and triggering async threads earlier to better align the response with the overlap.

GameDevMicah🤩🔜UNREAL FEST SPEAKER 的头像
GameDevMicah🤩🔜UNREAL FEST SPEAKER1 年前

Let’s Gooooooo!!!!!

Majid Manzarpour 的头像
Majid Manzarpour1 年前

Incredible how performant this is, nice work!

Antonio Lattanzio 的头像
Antonio Lattanzio1 年前

Thank you! Destroying everything has always been my dream 😂

Wasteland Waste Disposal 的头像
Wasteland Waste Disposal1 年前

As Lil Jon would say, Okay yeah, yeah, yeah!!!🤩

Charles 的头像
Charles1 年前

I see mass destruction, i follow. Imma simple guy.

Antonio Lattanzio 的头像
Antonio Lattanzio1 年前

Thank you! Will make destruction great again! 😂

Arcsin Jesse 的头像
Arcsin Jesse1 年前

that's so sick!

Antonio Lattanzio 的头像
Antonio Lattanzio1 年前

😂That's a good feedback! Thank you!

Antonio Lattanzio 的头像
Antonio Lattanzio1 年前

Thanks.. the idea is to make everything destructible. 😅

Relic Abyss ✨Wishlist Now!✨ 的头像
Relic Abyss ✨Wishlist Now!✨1 年前

Playing it must be a good stress reliever then! 😁

Antonio Lattanzio 的头像
Antonio Lattanzio1 年前

Yes, especially if you can choose what to destroy 😂

EnchantaVerse 的头像
EnchantaVerse1 年前

how do i buy this hahahahah

Nanda 的头像
Nanda1 年前

Amazing, Im already picturing enemies tumbling as I demolish the castle bridge, call it: Total Destroy

Antonio Lattanzio 的头像
Antonio Lattanzio1 年前

Yesss ... Destroy everything! 😂

Allan Rowntree 的头像
Allan Rowntree1 年前

Great work. Will you add a stress fracture so elements with thin or no support will break off and fall?

Antonio Lattanzio 的头像
Antonio Lattanzio1 年前

Thank you! And yes.. it's already in the works :)

Cyb3rEchos 的头像
Cyb3rEchos1 年前

That’s a follow. Cheers.

Antonio Lattanzio 的头像
Antonio Lattanzio1 年前

Thank you! I promise: more destruction is coming ... 😅

Cyb3rEchos 的头像
Cyb3rEchos1 年前

I’m here for it.

Stanislav Botev 的头像
Stanislav Botev1 年前

Are you going to release it in your Patreon or as a FAB plugin?

Antonio Lattanzio 的头像
Antonio Lattanzio1 年前

Honestly, I'm working on this in my free time with the hope of turning it into a full game. I haven't even considered releasing it on Fab or Patreon yet, but it could definitely be an option once it's completed. Thank you for the interest!

Themisto3D 的头像
Themisto3D1 年前

@LusiaShinra AWESOME

ダンボール戦機-The リメイカー 的头像
ダンボール戦機-The リメイカー1 年前

Wow that's good

Antonio Lattanzio 的头像
Antonio Lattanzio1 年前

Thank you! Appreciate your comment :)

TowerRaider 的头像
TowerRaider1 年前

Fantastic!! Total Destroy!!! 🤟🤟

JSFILMZ 的头像
JSFILMZ1 年前

for the love of thunder do demos outside the default level

Antonio Lattanzio 的头像
Antonio Lattanzio1 年前

I have to! It's just the beginning 😉

Dragon Scales VR (available for hire) 的头像
Dragon Scales VR (available for hire)1 年前

This looks amazing, how is it major studios struggle so much at things that I see people playing with as if they just slapped it together? How long have you been working on this?

Antonio Lattanzio 的头像
Antonio Lattanzio1 年前

Thank you! Well.. it depends which studio you're talking about 😂 also this was done in my free time over the weekends after work in the last month or so. Couldn't finish the other fragmentation modes yet, but I will !

Antonio Lattanzio 的头像
Antonio Lattanzio1 年前

@Ubisoft @EA @Activision Thank you! I will post more related videos in the next few days. Hopefully it will end up becoming a new game! :)

Nick Chen 的头像
Nick Chen1 年前

When you say advanced damage settings , is it possible to get somewhat close to FEM fidelity so materials react differently and also depending on the force applied to x material vs y material?

Antonio Lattanzio 的头像
Antonio Lattanzio1 年前

It's actually already doing that: Each 'tool' used to cause damage (eg. Gun / RPG) use different settings which could be customized based on the UE5 physics materials. I also have almost completed, different fracturing. I will post a detailed video when completed. Thank you!

Nick Chen 的头像
Nick Chen1 年前

Oh that's awesome! Kind of allows for a FEM type modeling of damage destruction like AMD did and then abandoned.

Antonio Lattanzio 的头像
Antonio Lattanzio1 年前

Thank you! I'll have to watch all of it now 😂

FrellingHazmot Ⓥ🏳️‍🌈🛸 的头像
FrellingHazmot Ⓥ🏳️‍🌈🛸1 年前

teach me

Antonio Lattanzio 的头像
Antonio Lattanzio1 年前

LOL I will have to write a tutorial at some point! I promise :)

PlusJamais 的头像
PlusJamais1 年前

Look at "black" from 2006 on Xbox and ps2.

Antonio Lattanzio 的头像
Antonio Lattanzio1 年前

That's a very good game. Thank you for the reference!

Dick Applehead 的头像
Dick Applehead1 年前

Runtime boolean is traditionally not practical for production. are you doing something different here?

Antonio Lattanzio 的头像
Antonio Lattanzio1 年前

I rewrote the entire destruction system to be efficient for runtime and production all in C++. As you said, standard booleans are too slow for that purpose.

iLikeApp 的头像
iLikeApp1 年前

Wow! Fantastic !!

Pashinin Anton 的头像
Pashinin Anton2 年前

5 years of true indie gamedev 😺 A cool top-down shooter with push-forward combat🔥 Add to wishlist on Steam:

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