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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 görüntüleme • 1 yıl önce •via X (Twitter)

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Andriy 🇺🇦 profil fotoğrafı
Andriy 🇺🇦1 yıl önce

Solid work, man! Could you describe more detailed?

Antonio Lattanzio profil fotoğrafı
Antonio Lattanzio1 yıl önce

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 profil fotoğrafı
GameDevMicah🤩🔜UNREAL FEST SPEAKER1 yıl önce

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

Antonio Lattanzio profil fotoğrafı
Antonio Lattanzio1 yıl önce

@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 profil fotoğrafı
GameDevMicah🤩🔜UNREAL FEST SPEAKER1 yıl önce

@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 profil fotoğrafı
Antonio Lattanzio1 yıl önce

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

GameDevMicah🤩🔜UNREAL FEST SPEAKER profil fotoğrafı
GameDevMicah🤩🔜UNREAL FEST SPEAKER1 yıl önce

@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 profil fotoğrafı
Antonio Lattanzio1 yıl önce

@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 profil fotoğrafı
GameDevMicah🤩🔜UNREAL FEST SPEAKER1 yıl önce

Let’s Gooooooo!!!!!

Majid Manzarpour profil fotoğrafı
Majid Manzarpour1 yıl önce

Incredible how performant this is, nice work!

Antonio Lattanzio profil fotoğrafı
Antonio Lattanzio1 yıl önce

Thank you! Destroying everything has always been my dream 😂

Wasteland Waste Disposal profil fotoğrafı
Wasteland Waste Disposal1 yıl önce

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

Charles profil fotoğrafı
Charles1 yıl önce

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

Antonio Lattanzio profil fotoğrafı
Antonio Lattanzio1 yıl önce

Thank you! Will make destruction great again! 😂

Arcsin Jesse profil fotoğrafı
Arcsin Jesse1 yıl önce

that's so sick!

Antonio Lattanzio profil fotoğrafı
Antonio Lattanzio1 yıl önce

😂That's a good feedback! Thank you!

Antonio Lattanzio profil fotoğrafı
Antonio Lattanzio1 yıl önce

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

Relic Abyss ✨Wishlist Now!✨ profil fotoğrafı
Relic Abyss ✨Wishlist Now!✨1 yıl önce

Playing it must be a good stress reliever then! 😁

Antonio Lattanzio profil fotoğrafı
Antonio Lattanzio1 yıl önce

Yes, especially if you can choose what to destroy 😂

EnchantaVerse profil fotoğrafı
EnchantaVerse1 yıl önce

how do i buy this hahahahah

Nanda profil fotoğrafı
Nanda1 yıl önce

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

Antonio Lattanzio profil fotoğrafı
Antonio Lattanzio1 yıl önce

Yesss ... Destroy everything! 😂

Allan Rowntree profil fotoğrafı
Allan Rowntree1 yıl önce

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

Antonio Lattanzio profil fotoğrafı
Antonio Lattanzio1 yıl önce

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

Cyb3rEchos profil fotoğrafı
Cyb3rEchos1 yıl önce

That’s a follow. Cheers.

Antonio Lattanzio profil fotoğrafı
Antonio Lattanzio1 yıl önce

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

Cyb3rEchos profil fotoğrafı
Cyb3rEchos1 yıl önce

I’m here for it.

Stanislav Botev profil fotoğrafı
Stanislav Botev1 yıl önce

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

Antonio Lattanzio profil fotoğrafı
Antonio Lattanzio1 yıl önce

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 profil fotoğrafı
Themisto3D1 yıl önce

@LusiaShinra AWESOME

ダンボール戦機-The リメイカー profil fotoğrafı
ダンボール戦機-The リメイカー1 yıl önce

Wow that's good

Antonio Lattanzio profil fotoğrafı
Antonio Lattanzio1 yıl önce

Thank you! Appreciate your comment :)

TowerRaider profil fotoğrafı
TowerRaider1 yıl önce

Fantastic!! Total Destroy!!! 🤟🤟

JSFILMZ profil fotoğrafı
JSFILMZ1 yıl önce

for the love of thunder do demos outside the default level

Antonio Lattanzio profil fotoğrafı
Antonio Lattanzio1 yıl önce

I have to! It's just the beginning 😉

Dragon Scales VR (available for hire) profil fotoğrafı
Dragon Scales VR (available for hire)1 yıl önce

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 profil fotoğrafı
Antonio Lattanzio1 yıl önce

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 profil fotoğrafı
Antonio Lattanzio1 yıl önce

@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 profil fotoğrafı
Nick Chen1 yıl önce

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 profil fotoğrafı
Antonio Lattanzio1 yıl önce

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 profil fotoğrafı
Nick Chen1 yıl önce

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

Antonio Lattanzio profil fotoğrafı
Antonio Lattanzio1 yıl önce

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

FrellingHazmot Ⓥ🏳️‍🌈🛸 profil fotoğrafı
FrellingHazmot Ⓥ🏳️‍🌈🛸1 yıl önce

teach me

Antonio Lattanzio profil fotoğrafı
Antonio Lattanzio1 yıl önce

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

PlusJamais profil fotoğrafı
PlusJamais1 yıl önce

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

Antonio Lattanzio profil fotoğrafı
Antonio Lattanzio1 yıl önce

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

Dick Applehead profil fotoğrafı
Dick Applehead1 yıl önce

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

Antonio Lattanzio profil fotoğrafı
Antonio Lattanzio1 yıl önce

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 profil fotoğrafı
iLikeApp1 yıl önce

Wow! Fantastic !!

Pashinin Anton profil fotoğrafı
Pashinin Anton2 yıl önce

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

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