Adrian Pokojny
Adrian Pokojny
  • Видео 15
  • Просмотров 4 703
Trailer - Hidden Cats Invade Venice
Trailer of Hidden Cats Invade Venice
Hidden Cats Invade Venice is a hidden object game, where you have to find 400 cute little kittens hidden in the magnificent city of Venice in 3D. A peaceful, colorful game for all ages.
Demo is available now on Steam :
store.steampowered.com/app/3071880/Hidden_Cats_Invade_Venice/
Просмотров: 48

Видео

Cats from : Hidden Cats Invade Venice
Просмотров 28Месяц назад
Cats from our upcoming game : Hidden Cats Invade Venice A hidden object game coming soon to steam
Level Editor - Game to Unreal Engine
Просмотров 46Месяц назад
Proof of concept to create a multiplayer level editor where the save can be imported from the built game back to Unreal Engine
Networked physics with bepuphysics
Просмотров 79Месяц назад
An experiment where I added basic UDP networking to bepuphysics Links to bepuphysics by Ross Nordby : www.bepuentertainment.com/ github.com/bepu/bepuphysics2
Mayak large scale lights
Просмотров 77310 месяцев назад
Thanks to my workmate we now have very large scale lights working in our horror game on Unreal Engine 5, using raytracing to solve the issue. In "DefaultEngine.ini" add : [/Script/Engine.RendererSettings] r.SkinCache.CompileShaders=True r.RayTracing=True r.RayTracing.Shadows=True
11000 physics bodies in Godot using bepuphysics
Просмотров 3,4 тыс.10 месяцев назад
Made a quick test to check the performance given using bepuphysics in godot link to bepuphysics : github.com/bepu/bepuphysics2 as lib : www.nuget.org/packages/BEPUphysics/
Hardcore Overload #ludumdare
Просмотров 2210 месяцев назад
Manage cosmic wastes before your space platform collapses under their weight ! In our mini game for LD54 Link to our page : ldjam.com/events/ludum-dare/54/$373181
Mayak timer buttons
Просмотров 2010 месяцев назад
Added buttons with timers which makes some areas temporarily safe, quite stressful as you're chased once it's dark again. Mayak is a free coop horror game playing with light and darkness, made on UnrealEngine5 End clip : when I was recording the original video, the creature got me when I stayed in the dark, I was so surprised and not expecting it, but darkness is dangerous in this game !
Mayak audio test
Просмотров 10710 месяцев назад
Currently adding sounds for my game and testing SteamAudio plugin for UnrealEngine5 I'm not if I'll keep it as documentation is lacking, but the reverb and occlusion effects are great ! Mayak is a free coop horror game i'm working on.
Mayak game : ambiance video
Просмотров 510 месяцев назад
When there's a monster in the dark in horror games, there's sometimes no model or animation and for me it breaks the immersion and fear I worked my creature as if it was always visible, so if it appears as a shadow you'll still fear it and know it's not just a flying collision
Mayak : Creature AI Light Avoidance
Просмотров 1011 месяцев назад
The big part on this game is to make the creature stays in darkness and never enter light, finding a good solution for light detection and avoidance was long but here it is : Mayak : a free coop horror game I'm working on made on Unreal Engine
Mayak : Reach the light
Просмотров 311 месяцев назад
Sometimes you won't reach the light Mayak is a free coop horror game I'm currently working on
Mayak : Stay in the lights
Просмотров 1311 месяцев назад
Go to the lighthouse! Stay in the lights, in darkness they lurk Mayak : coop horror game I'm currently working on
Mayak coop horror game ambiance
Просмотров 2111 месяцев назад
I'm working on a free coop horror game that plays with true darkness and creature lurking in the shadows. Here's a short video to show the game's atmosphere and the lighthouse that will set the pace.
Unity local multiplayer +4 players
Просмотров 13011 месяцев назад
I was curious if handling more than 4 players was difficult in Unity, the only limit here is the number of device and input Also I couldn't find a way to split device in two, e.g. two players on the same keyboard or two players on the same gamepad. Here is the link to the tuto : sites.google.com/view/adrian-pokojny/home

Комментарии

  • @oshinwane6902
    @oshinwane6902 Месяц назад

    thats so cool!! can you please explain a bit how it works? No way you just send all the moving positions right?!

  • @DriftWare
    @DriftWare 6 месяцев назад

    How do you set this up?

  • @doktoruwu
    @doktoruwu 7 месяцев назад

    I've tested this myself with .NET 8 in Godot 4.3 and NativeAOT. A few keypoints: - it's MUCH faster than Godot Physics or GodotJolt - it's a lot more scalable thanks to bepus architecture (even millions of static bodies and raycasts are no problem) - AOT compilation is your friend and helps a lot with the managed <-> native overhead It's a lot more work to integrate this correctly into a Godot game though. The physics engine itself is very low-level already, but efficiently keeping Godot updated about physics changes is a whole topic on its own. There is a lot of room for improvement, but from my testing it performs a lot better than GodotJolt even with the overhead already.

    • @AdrianPokojny
      @AdrianPokojny 7 месяцев назад

      Wow that's really good to know ! Thanks for the insights Yes even with my very basic implementation it was much faster so I guess it might work great with your approach ! Are you planning to release what you made publicly ?

    • @doktoruwu
      @doktoruwu 7 месяцев назад

      @@AdrianPokojny no, I think it makes no sense to release a generalized Godot-Bepu bridge because of the way Bepu is designed. It makes much more sense to create a new custom integration for every project that needs this level of performance. Bepu is a high-performance low-level physics engine afterall, using manual memory management and unusual paragidms for C#. Making it compatible with the Godot API for the sake of ease of use would throw its biggest advantages out of the window.

    • @user-ub4hw4zo8s
      @user-ub4hw4zo8s 2 месяца назад

      How do you use this thing, have you an tutorial on installing?

    • @doktoruwu
      @doktoruwu 2 месяца назад

      @@user-ub4hw4zo8s - add bepuphysics2 as dependency, NuGet should work out of the box - create the physics simulation and step through it in _physics_process - sync back the physics simulation results to Godot

  • @PunMister
    @PunMister 10 месяцев назад

    As another commenter stated, this could be "faked" and get a much higher performance uplift without the need of using raytracing. The fact of the matter is most people wont be able to play your game with ray tracing on, so a simple shadow shouldn't require ray tracing to not look very blocky :) Not sure where the other weird artifacting on the floor is coming from though. But baking your lights should solve it

    • @AdrianPokojny
      @AdrianPokojny 10 месяцев назад

      Yes the comment described it nicely, this solution must give better performance. I'm not in charge for the visual side but we tested it on older hardware and didn't have any issue, it runs smoothly as Unreal Engine disable raytracing automatically if the hardware isn't compatible. Also baking lights doesn't solve the artifact sadly, might be because the light is really huge and a matter of distance and way too high attenuation range

  • @AngryApple
    @AngryApple 10 месяцев назад

    hmm my idea would be a Point Light with no Shadows and a Directional Light that is always rotating to the player, to get crisp Shadows. I dont see a reason why you need such large scale Omni Directional Lights. Try to Fake it. Did a Similiar thing in Unity with a Solar System, I dont use a Point Light for the sun I use a Directional Light that is always rotating to the correct planet position if viewed

    • @AdrianPokojny
      @AdrianPokojny 10 месяцев назад

      I'm not the one working on the visual part, but I get your point and agree that it must be the best in terms of performance, the nice part about having this big spot light is the volumetric fog effect and light seen from distant which plays a big role in the game mood, but if it's possible to display light and shadows in some kind of 3D mask we could get the same with directional light and low quality spot lights

  • @mangarookie
    @mangarookie 10 месяцев назад

    woah thanks for sharing! that is great news will definitely check it out. does it cost a lot ? you have any idea why is it not enabled by default?

    • @AdrianPokojny
      @AdrianPokojny 10 месяцев назад

      You're welcome ! It has a slight impact on the performance, also we tried a build on older computer and Unreal Engine automatically detect the hardware and disable raytracing in case it's not supported, it's good cos at least the build is working smoothly on every computer, but it means that the glitchy effect come back on older computer as well, as Unreal disable those settings So I guess that's why it's not enabled by default because it doesn't work on every hardware

  • @SomeRandomPiggo
    @SomeRandomPiggo 10 месяцев назад

    Looks good! For the physics engine itself C# seems like a strange choice of language though

    • @glenfoxh
      @glenfoxh 10 месяцев назад

      Agreed. Would love to see a comparison of C++ and C# used in Godot. And see what is faster during runtime. Seen such a comparison of Blueprints and C++ in Unreal. C++ proved to be much faster. When it comes to making games, runtime speed is important, not only to hit good frame-rates, but for stability also. Seen the difference years ago, between what is know of as Dark Basic Pro, and Dark GDK. Dark GDK is a C++ SDK version of Dark Basic Pro. And it runs way better, but is also more complex to use.

    • @AdrianPokojny
      @AdrianPokojny 10 месяцев назад

      C# performance in Godot are way slower, so bepuphysics is definitly not running at it's full potential. Godot seems to plan C# integration as GDExtension which should make it way faster, we'll see. Otherwise GDScript is slower than C# for math calculation, currently the best is to use C++ with Godot. I think I won't experiment more with godot + bepuphysics until there's an update on C# integration in the engine

    • @AdrianPokojny
      @AdrianPokojny 10 месяцев назад

      @SomeRandomPiggo Yeah but the result is impressive !! maybe the author didn't want to bother with memory management ?

    • @SomeRandomPiggo
      @SomeRandomPiggo 10 месяцев назад

      @@AdrianPokojny You're right, I only said that because it seems performance focused

    • @diadetediotedio6918
      @diadetediotedio6918 10 месяцев назад

      ​@@AdrianPokojny This is not true at all, C# is only slightly slower than C++ or other systems languages, and bepu is already using a bunch of operations that are turned as efficient assembly by the JIT, particularly it makes heavy use of the System.Numerics and vectorized operations. You would probably not gain much more speed by converting the code, and the gains would probably would be much more by the game architecture on itself than the language.

  • @vladimirputin3426
    @vladimirputin3426 10 месяцев назад

    this looks super efficient, I hope it picks up some more recognition 👍

    • @AdrianPokojny
      @AdrianPokojny 10 месяцев назад

      Yes this physics engine deserves way more credits ! I tried it locally and it's so smooth, give a look at the demo video it's impressive ! ruclips.net/video/tjtwSq3u6Dg/видео.html

  • @jessciiaa
    @jessciiaa 10 месяцев назад

    nice