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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

26,616 просмотров • 1 год назад •via X (Twitter)

Комментарии: 50

Фото профиля Andriy 🇺🇦
Andriy 🇺🇦1 год назад

Solid work, man! Could you describe more detailed?

Фото профиля Antonio Lattanzio
Antonio Lattanzio1 год назад

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

Фото профиля GameDevMicah🤩🔜UNREAL FEST SPEAKER
GameDevMicah🤩🔜UNREAL FEST SPEAKER1 год назад

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

Фото профиля Antonio Lattanzio
Antonio Lattanzio1 год назад

@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

Фото профиля GameDevMicah🤩🔜UNREAL FEST SPEAKER
GameDevMicah🤩🔜UNREAL FEST SPEAKER1 год назад

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

Фото профиля Antonio Lattanzio
Antonio Lattanzio1 год назад

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

Фото профиля GameDevMicah🤩🔜UNREAL FEST SPEAKER
GameDevMicah🤩🔜UNREAL FEST SPEAKER1 год назад

@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!

Фото профиля Antonio Lattanzio
Antonio Lattanzio1 год назад

@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.

Фото профиля GameDevMicah🤩🔜UNREAL FEST SPEAKER
GameDevMicah🤩🔜UNREAL FEST SPEAKER1 год назад

Let’s Gooooooo!!!!!

Фото профиля Majid Manzarpour
Majid Manzarpour1 год назад

Incredible how performant this is, nice work!

Фото профиля Antonio Lattanzio
Antonio Lattanzio1 год назад

Thank you! Destroying everything has always been my dream 😂

Фото профиля Wasteland Waste Disposal
Wasteland Waste Disposal1 год назад

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

Фото профиля Charles
Charles1 год назад

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

Фото профиля Antonio Lattanzio
Antonio Lattanzio1 год назад

Thank you! Will make destruction great again! 😂

Фото профиля Arcsin Jesse
Arcsin Jesse1 год назад

that's so sick!

Фото профиля Antonio Lattanzio
Antonio Lattanzio1 год назад

😂That's a good feedback! Thank you!

Фото профиля Antonio Lattanzio
Antonio Lattanzio1 год назад

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

Фото профиля Relic Abyss ✨Wishlist Now!✨
Relic Abyss ✨Wishlist Now!✨1 год назад

Playing it must be a good stress reliever then! 😁

Фото профиля Antonio Lattanzio
Antonio Lattanzio1 год назад

Yes, especially if you can choose what to destroy 😂

Фото профиля EnchantaVerse
EnchantaVerse1 год назад

how do i buy this hahahahah

Фото профиля Nanda
Nanda1 год назад

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

Фото профиля Antonio Lattanzio
Antonio Lattanzio1 год назад

Yesss ... Destroy everything! 😂

Фото профиля Allan Rowntree
Allan Rowntree1 год назад

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

Фото профиля Antonio Lattanzio
Antonio Lattanzio1 год назад

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

Фото профиля Cyb3rEchos
Cyb3rEchos1 год назад

That’s a follow. Cheers.

Фото профиля Antonio Lattanzio
Antonio Lattanzio1 год назад

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

Фото профиля Cyb3rEchos
Cyb3rEchos1 год назад

I’m here for it.

Фото профиля Stanislav Botev
Stanislav Botev1 год назад

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

Фото профиля Antonio Lattanzio
Antonio Lattanzio1 год назад

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!

Фото профиля Themisto3D
Themisto3D1 год назад

@LusiaShinra AWESOME

Фото профиля 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1 год назад

Wow that's good

Фото профиля Antonio Lattanzio
Antonio Lattanzio1 год назад

Thank you! Appreciate your comment :)

Фото профиля TowerRaider
TowerRaider1 год назад

Fantastic!! Total Destroy!!! 🤟🤟

Фото профиля JSFILMZ
JSFILMZ1 год назад

for the love of thunder do demos outside the default level

Фото профиля Antonio Lattanzio
Antonio Lattanzio1 год назад

I have to! It's just the beginning 😉

Фото профиля Dragon Scales VR (available for hire)
Dragon Scales VR (available for hire)1 год назад

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?

Фото профиля Antonio Lattanzio
Antonio Lattanzio1 год назад

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 !

Фото профиля Antonio Lattanzio
Antonio Lattanzio1 год назад

@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! :)

Фото профиля Nick Chen
Nick Chen1 год назад

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?

Фото профиля Antonio Lattanzio
Antonio Lattanzio1 год назад

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!

Фото профиля Nick Chen
Nick Chen1 год назад

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

Фото профиля Antonio Lattanzio
Antonio Lattanzio1 год назад

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

Фото профиля FrellingHazmot Ⓥ🏳️‍🌈🛸
FrellingHazmot Ⓥ🏳️‍🌈🛸1 год назад

teach me

Фото профиля Antonio Lattanzio
Antonio Lattanzio1 год назад

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

Фото профиля PlusJamais
PlusJamais1 год назад

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

Фото профиля Antonio Lattanzio
Antonio Lattanzio1 год назад

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

Фото профиля Dick Applehead
Dick Applehead1 год назад

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

Фото профиля Antonio Lattanzio
Antonio Lattanzio1 год назад

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.

Фото профиля iLikeApp
iLikeApp1 год назад

Wow! Fantastic !!

Фото профиля Pashinin Anton
Pashinin Anton2 лет назад

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

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