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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

50 Kommentare

Profilbild von Andriy 🇺🇦
Andriy 🇺🇦vor 1 Jahr

Solid work, man! Could you describe more detailed?

Profilbild von Antonio Lattanzio
Antonio Lattanziovor 1 Jahr

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

Profilbild von GameDevMicah🤩🔜UNREAL FEST SPEAKER
GameDevMicah🤩🔜UNREAL FEST SPEAKERvor 1 Jahr

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

Profilbild von Antonio Lattanzio
Antonio Lattanziovor 1 Jahr

@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

Profilbild von GameDevMicah🤩🔜UNREAL FEST SPEAKER
GameDevMicah🤩🔜UNREAL FEST SPEAKERvor 1 Jahr

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

Profilbild von Antonio Lattanzio
Antonio Lattanziovor 1 Jahr

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

Profilbild von GameDevMicah🤩🔜UNREAL FEST SPEAKER
GameDevMicah🤩🔜UNREAL FEST SPEAKERvor 1 Jahr

@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!

Profilbild von Antonio Lattanzio
Antonio Lattanziovor 1 Jahr

@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.

Profilbild von GameDevMicah🤩🔜UNREAL FEST SPEAKER
GameDevMicah🤩🔜UNREAL FEST SPEAKERvor 1 Jahr

Let’s Gooooooo!!!!!

Profilbild von Majid Manzarpour
Majid Manzarpourvor 1 Jahr

Incredible how performant this is, nice work!

Profilbild von Antonio Lattanzio
Antonio Lattanziovor 1 Jahr

Thank you! Destroying everything has always been my dream 😂

Profilbild von Wasteland Waste Disposal
Wasteland Waste Disposalvor 1 Jahr

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

Profilbild von Charles
Charlesvor 1 Jahr

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

Profilbild von Antonio Lattanzio
Antonio Lattanziovor 1 Jahr

Thank you! Will make destruction great again! 😂

Profilbild von Arcsin Jesse
Arcsin Jessevor 1 Jahr

that's so sick!

Profilbild von Antonio Lattanzio
Antonio Lattanziovor 1 Jahr

😂That's a good feedback! Thank you!

Profilbild von Antonio Lattanzio
Antonio Lattanziovor 1 Jahr

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

Profilbild von Relic Abyss ✨Wishlist Now!✨
Relic Abyss ✨Wishlist Now!✨vor 1 Jahr

Playing it must be a good stress reliever then! 😁

Profilbild von Antonio Lattanzio
Antonio Lattanziovor 1 Jahr

Yes, especially if you can choose what to destroy 😂

Profilbild von EnchantaVerse
EnchantaVersevor 1 Jahr

how do i buy this hahahahah

Profilbild von Nanda
Nandavor 1 Jahr

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

Profilbild von Antonio Lattanzio
Antonio Lattanziovor 1 Jahr

Yesss ... Destroy everything! 😂

Profilbild von Allan Rowntree
Allan Rowntreevor 1 Jahr

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

Profilbild von Antonio Lattanzio
Antonio Lattanziovor 1 Jahr

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

Profilbild von Cyb3rEchos
Cyb3rEchosvor 1 Jahr

That’s a follow. Cheers.

Profilbild von Antonio Lattanzio
Antonio Lattanziovor 1 Jahr

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

Profilbild von Cyb3rEchos
Cyb3rEchosvor 1 Jahr

I’m here for it.

Profilbild von Stanislav Botev
Stanislav Botevvor 1 Jahr

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

Profilbild von Antonio Lattanzio
Antonio Lattanziovor 1 Jahr

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!

Profilbild von Themisto3D
Themisto3Dvor 1 Jahr

@LusiaShinra AWESOME

Profilbild von ダンボール戦機-The リメイカー
ダンボール戦機-The リメイカーvor 1 Jahr

Wow that's good

Profilbild von Antonio Lattanzio
Antonio Lattanziovor 1 Jahr

Thank you! Appreciate your comment :)

Profilbild von TowerRaider
TowerRaidervor 1 Jahr

Fantastic!! Total Destroy!!! 🤟🤟

Profilbild von JSFILMZ
JSFILMZvor 1 Jahr

for the love of thunder do demos outside the default level

Profilbild von Antonio Lattanzio
Antonio Lattanziovor 1 Jahr

I have to! It's just the beginning 😉

Profilbild von Dragon Scales VR (available for hire)
Dragon Scales VR (available for hire)vor 1 Jahr

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?

Profilbild von Antonio Lattanzio
Antonio Lattanziovor 1 Jahr

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 !

Profilbild von Antonio Lattanzio
Antonio Lattanziovor 1 Jahr

@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! :)

Profilbild von Nick Chen
Nick Chenvor 1 Jahr

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?

Profilbild von Antonio Lattanzio
Antonio Lattanziovor 1 Jahr

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!

Profilbild von Nick Chen
Nick Chenvor 1 Jahr

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

Profilbild von Antonio Lattanzio
Antonio Lattanziovor 1 Jahr

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

Profilbild von FrellingHazmot Ⓥ🏳️‍🌈🛸
FrellingHazmot Ⓥ🏳️‍🌈🛸vor 1 Jahr

teach me

Profilbild von Antonio Lattanzio
Antonio Lattanziovor 1 Jahr

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

Profilbild von PlusJamais
PlusJamaisvor 1 Jahr

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

Profilbild von Antonio Lattanzio
Antonio Lattanziovor 1 Jahr

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

Profilbild von Dick Applehead
Dick Appleheadvor 1 Jahr

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

Profilbild von Antonio Lattanzio
Antonio Lattanziovor 1 Jahr

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.

Profilbild von iLikeApp
iLikeAppvor 1 Jahr

Wow! Fantastic !!

Profilbild von Pashinin Anton
Pashinin Antonvor 2 Jahren

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

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