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🤩This Unreal Engine project is so GOOD we had to dissect it piece by piece! Fully rigged + in-engine animated, packed with hidden gems. 🎥 My takeaways + pro tips: #UnrealEngine #Animation #UE57 #GameDev #Rigging #InEngineAnimation Epic Games Store Ágora Studio Design

41,367 views • 8 months ago •via X (Twitter)

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Humbled to announce the successful firing of our single piece Agnite engine. Agnite engines power Agnibaan’s booster stage. These engine chambers are a full meter long, fully 3d printed as a single piece of hardware and made of Inconel. Agnite engines are driven by pumps that are controlled and operated by electric motors. Thanks to ISRO & IN-SPACe for their constant support and to IIT Madras for being our home turf from which this kind of technology is built. This Agnite engine was printed, depowdered and post processed in the same machines that we inaugurated as a part of our Large Format Additive Metal Manufacturing facility (LFAMM) towards the end of last year. This milestone is also significant for us because it completes one end-to-end cycle of design, manufacturing, assembly and testing of our larger engines, in-house. Amazing work by the team in pulling off a few world firsts here. - world’s first single piece engine of this size being fired - world’s largest inconel only engine - world’s only electric motor fed, semi cryo engine of this size and the list continues. However, this is not a race to be the world's first, it is a race to be the world's best & to be the world's most useful technology for launching small satellites to orbit. This comes right after firing a cluster of 3 semi cryogenic engines that happened last month. Honoured to be working with a team that truly believes in building world class, original space technology for the world, from India. Srinath Ravichandran MOIN SPM Satyanarayanan Chakravarthy IIT Madras IITMRP IIT Madras Incubation Cell Technology Development Board DSTIndia Anusandhan National Research Foundation TIDCO Startup India StartupTN Guidance Tamil Nadu Kerala Startup Mission ISRO IN-SPACe #agnibaan #agnite #singlepiecerocketEngine #3dprintedrocketengines #madeinIndiafortheworld #designedInIndiaFortheWorld #Agnikul

AgniKul Cosmos

64,756 views • 4 months ago

Solon Lee (Producer at Kuro Games): Thank You for Playing My Game "Wuthering Waves: Exploring Game Creation Under Unreal Engine." Interview by Nvliu66 When you think of Unreal Engine, what comes to mind? A few days ago, at the Epic Games Shanghai office, I met the producers of Clair Obscur: Expedition 33 and Wuthering Waves. Both games are developed based on Unreal Engine, and they shared the stories behind their game creation. My biggest takeaway was that while a great game stems from a producer's emotional expression, its realization relies on the "escort" of technology. Let's return to the interview scene and listen once more to their unique insights on game development. Wuthering Waves and Unreal Engine Bill Clifford (VP and GM of Unreal Engine at Epic Games): With Wuthering Waves, they used many complex artistic techniques to present this anime style, and it's truly outstanding. They are among the first companies to create a role-playing game in an open world that is also cross-platform, which is another incredible feat. They introduced console-level graphics and combat systems while maintaining a consistent update frequency. Furthermore, as they adopt and integrate new Unreal Engine technologies into the game, the experience is continuously enhanced. It’s a truly inspiring success story. Solon Lee (Producer at Kuro Games): We have grown alongside the updates of the UE engine, including the release of UE5. Throughout the process, we’ve been able to learn from UE’s updates. When UE5 was released, it introduced many new technical features, especially ray tracing. Everyone currently praises the ray tracing effects in Wuthering Waves, which is actually due to the continuous updates of the engine. We found those highlights and ported them over to UE4.26. During this process, our engineers were learning the logic of the engine, following its updates, and developing an engineering mindset and a way of creating visual effects. So, my biggest personal takeaway is that choosing a top-tier engine doesn’t just make the game better; it makes us better in the process. "Punishing: Gray Raven" was developed on the Unity platform, while "Wuthering Waves" is based on Unreal. What was the reasoning behind this change at the time? Solon Lee: Psychologically, we don’t have a heavy dependence. We don't feel that just because we've used Unity, we must continue using it. We are a bit more pragmatic. When we were about to start Wuthering Waves, we clearly knew we wanted to make an open world. UE obviously offers more support for open worlds. We felt that "standing on the shoulders of giants" to make a game was definitely a more practical decision. At that time, we could also sense that most engineers in the industry had an aspiration toward UE. "Wuthering Waves" has been live for a year and a half. At this stage, could you use a short summary or a few words to introduce "Wuthering Waves" to the players? Solon Lee: Wuthering Waves is a game that strives to continuously create resonance with players. From the excitement and design of the action to the scriptwriting and performances, we strive to find "highlight segments" or moments in every version that can trigger internal resonance, touch the heart, or make players "scream" with excitement. This is actually a creative consensus our team has slowly formed over the past year. When we find that moment in a version and we ourselves "scream" for it, we feel that there is a high probability that when the version is released, it will be recognized by the users. Because the most important thing about a game is that it must be fun, as developers, we often think about what kind of game qualifies as "fun." What is a "Fun" Game? Solon Lee: One point I can think of right now is that the rules should be as simple as possible. As soon as you start, after two slashes or casting a skill, you should feel, "Wow, that was so cool! I want to do it again! Wow, so cool!" Specifically for action games, the "fun" is often hidden in very small granularities. For example, if you compare two different games where you are just running and jumping, the running in some games feels fun. Why? It might just be because the "grip" is better, the animation swing feels better, or it gives you a sense of gravity or momentum. Whether a point in a game is fun can be subjective. For me, there are a few games that have had a significant influence on my work. One is definitely NieR; when we were making Punishing: Gray Raven in the early days, we were very inspired by NieR. When Devil May Cry 5 came out, it gave us a lot of new inspiration for our combat system. Death Stranding is indeed one of my personal favorite games from recent years. When Elden Ring was released, it also gave us a very strong impression and touched us deeply. The project for Wuthering Waves started in the first half of 2020. At that time, there were very few open-world action games on the market because most action games back then were stage-based (linear/hub-based). All excellent action games required very tight level design. Later, Elden Ring came out, and experiencing it gave us strong resonance. We felt that action games definitely have potential in an open world, and we believe it should be that way. A Message to the Players Solon Lee: I am truly grateful that so many players like Wuthering Waves. It is because of everyone’s love whether it's encouragement or criticism that we are given a lot of motivation to maintain our continuous passion to make our game better. I believe the only way we can give back to the players who like Kuro and Wuthering Waves is by producing better and better versions and content, and making more and more great games. Happy New Year, and thank you for playing my game. translated by Xu #WutheringWaves #WuWa

Naru

55,609 views • 5 months ago