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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

Solid work, man! Could you describe more detailed?

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

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

@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

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

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

@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!

@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.

Let’s Gooooooo!!!!!

Incredible how performant this is, nice work!

Thank you! Destroying everything has always been my dream 😂

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

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

Thank you! Will make destruction great again! 😂

that's so sick!

😂That's a good feedback! Thank you!

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

Playing it must be a good stress reliever then! 😁

Yes, especially if you can choose what to destroy 😂

how do i buy this hahahahah

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

Yesss ... Destroy everything! 😂

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

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

That’s a follow. Cheers.

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

I’m here for it.

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

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!

@LusiaShinra AWESOME

Wow that's good

Thank you! Appreciate your comment :)

Fantastic!! Total Destroy!!! 🤟🤟

for the love of thunder do demos outside the default level

I have to! It's just the beginning 😉

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?

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 !

@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! :)

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?

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!

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

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

teach me

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

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

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

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

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.

Wow! Fantastic !!

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