UnrealEngine NRW Meetup 2
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It's a been a busy two weeks and will be for the rest of the week with our annual Ubisoft Blue Byte away day tomorrow, looking forward to taking a breather on the weekend and watching Germany in the Euros :)
Last night we had our second Unreal Engine NRW User Group meetup at A&O Düsseldorf. Good turnout again, I gave a talk on my procedural terrain plugin, Vlad Lomansson on his rapid prototyping methods, while Cedric Neukirchen gave us a valuable overview of the Unreal Engine Gameplay Framework.

Next week I'll be back cracking on with finishing the GOAP AI framework pathfinding algorithm, I'll probably put a simple depth-first one in place to get it working while I build out a few more behaviours.
Until then!
UnrealEngine User Group NRW Meetup and GOAP update
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Great fun last night with our first UnrealEngine User Group meetup! Interesting mix of people, 90% experienced industry professionals so lots to talk about including some intense discussions about the future of VR. Looking forward to planning the next one and getting some speakers lined up.
As it's a public holiday this Thursday I've taken the Friday off to give myself a solid two days to hopefully get the first full working prototype of the UnrealEngine GOAP system up and running, expect another devblog on Friday.
In other news, I've realised with all the dev work I've been neglecting *playing* any games for the past few months. This is being rectified today, Overwatch is downloaded on my PS4 and cold beers are in the fridge, time for a night off :)
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May Update
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Travel
We're back from a great trip to Toronto which exceeded our expectations, all the buzz and diversity of a big city but full of beautiful quiet neighbourhoods, and of course the sights like Niagara a short drive away. Really impressed, and I'm not ashamed to admit it's really liberating being in an English-speaking country (although our German isn't bad, it's not really fluent conversational).
Cashgen
Cashgen, the realtime procedural terrain generator plugin for UE4 is pretty solid now after a few performance fixes that popped into my head on the flight back. I'm going to put that on the back burner for now, though I do plan to return to it in order to rework the foliage/mesh spawning system. My primary objective at the moment is expanding my gameplay programming toolkit, and that plugin has achieved about as much on that front as it's going to.
Cashgen Dev Thread on UnrealEngine Forums
GOAPer
So, the next project! This is again going to be a plugin for UnrealEngine written in C++. Goal Oriented Action Planning (GOAP) is an AI modelling technique that has been around for a while, but there seems to be nothing publicly available for UnrealEngine on this front, and AI is an area I really want to focus on, so it's a great fit. I'm currently just at the paper planning stage, reading up on various papers on the subject that have been compiled at the link below:
UnrealEngine User Group NRW
Our first Unreal Engine User Group NRW is next week on the 24th May in Düsseldorf. We're fully booked up with a waitlist but hoping to squeeze a few more people in, really looking forward to it, and Epic Games have been good enough to send a bunch of swag to hand out to the devs over a few beers.
First UnrealEngine User Group NRW on Meetup.com
That's it for now, more updates on GOAP coming soon!
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Procedural Generation Updates - March 29nd
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- Category: CashGen
A whole week gone already! Despite the Easter holiday weekend being quite busy I managed a few good sessions working on the procedural generation code. Main progress this week :
- LOD parameters for zone spawning
- Biomes - Attributes for zone blocks that dictate which predefined static meshes will be spawned
- Refactoring - Slowly updating code and commenting BP-exposed functions
- Slope attributes on blocks, cliff biomes etc.
I have a small list of items to work on before I push a milestone branch to github :
- Multiple LODs per zone
- Dynamic LOD switching
- Fix the seam normals!
- Switch to a more robust noise implementation (OpenSimplex)
Here's a wee update of how we're looking at the moment:
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