Super-accurate character collisions! [Prismatica DevLog #13]
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- Опубликовано: 30 июн 2024
- The first 1,000 people to use the link or my code "prismaticadev" get a 1 month free trial of Skillshare: skl.sh/prismaticadev04221
In today's DevLog we have a look at how I've implemented accurate character collisions without incurring any extra physics or collision costs! This is an integral part of Prismatica as I want to reward players for their mechanical skill and strategy.
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Discord: / discord
RUclips: / prismaticadev
Twitch: / prismaticadev
Patreon: / prismaticadev
Twitter: / prismaticadev
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Computer Specs:
Ryzen 3900x 12-core CPU
MSI Geforce RTX 2080 Super
64GB Corsair RAM
One of those fancy nvme m.2 SSD's
Programs of choice:
Unreal Engine 4 - (Game Dev)
Blender 2.8 - (Animation and Modelling)
OBS - (Video/screen capture)
Davinci Resolve - (Video editing)
Adobe Photoshop - (Graphics and Texturing)
Quixel Mixer - (Texturing)
ProTools 11 - (Compositions and mixing)
OldSchool Runescape - (Chillax time)
Filmed using:
Sony A7s2 body
Sony 24-70mm f/2.8 GM lens
Yonguo YN360 LED's for colour
Yongnuo YN760 chip LED w/ Godox softbox for key
My lovely cats names are Boycat, Girlcat and Ladycat :)
Reminder to make sure you're one of the first 1,000 people to use the link or my code "prismaticadev" to get a 1 month free trial of Skillshare: skl.sh/prismaticadev04221
"The answer is using... MATH" 😂😂😂 This is genius. At this point, I liked!
Duuuuuude. I discovered your channel last week and it's incredible :) So happy to see a new video!
Just for the record, you CAN have multiple collision shapes for a bone but different physics materials for each shape, on hit it will return that physics material which is what is normally done for shooter games in unreal.
You rarely see games using the actual bone name but it is definitely a valid approach
I was thinking about taking that approach, however when I did some testing, the performance cost was pretty extreme when the skele meshes were simulating (ragdolling or physical animation) so I decided against it, since I rely heavily on simulation
@@PrismaticaDev Yeah I believe what you're doing now is a better approach for your purpose
This is going to be a great game! Looks better and better!
The towel is legendary 😂
This is part of the tricks epic used when creating the vehicle damage in the city vehicles sample. Awesome stuff man
I'm looking to add a version of this damage system to my game, (probably) minus the variety in armour. It's really interesting seeing how you approach the problem! Especially when you have to balance the effectiveness of a solution (and how simple it is to implement) versus its computational cost.
I'm currently doing something similar including adding penetration and organ damage based on where is shot. It's a slow process though because I need to update all of my data to support it (+ the same system is used for machines and damaging their internal parts).
Very neat look under the hood! The targeting system you're using with the mouse to aim also looks very cool. Hope to see more on that sometime!
Can't wait for the video ;..;.
This has been SO helpful! sheesh
Great stuff as always! One thing I'm curious about is how you handle adjusting the collisions to compensate for shader stuff you use to deform ur characters (i.e. fat guys). How'd u go about that?
Hey dude. You really should sign up for the Unreal ANZ short film challenge. The live training is half done, but you can still join and see the content hidden on RUclips. It is probably 50hr of intensive master classes. Anyway, I’ve plugged you there in the zoom-chat
cool vid! how do you get the wobble on the bones when the character is hit? and is it possible to get the attacker's weapon to not penetrate enemy and maybe bounce off with physics too?
cool, looks awesome
A very informative video of course! By the way, I'm just curious about what's the advantage of using data assets over data tables?
Also, Can you show us how the weapon tracing is done? I can see there 3 colors of line traces when swinging the weapon, I'm sure it represents something? How does it perform under low frame rate situations? I hope you discuss these things in upcoming videos 😍
I find Data Assets much easier to work with - it's also really simple to change the asset something is referencing at runtime by passing through a reference to it. You can also write functions inside the Data Asset itself, so for example if you had an asset that had a list of possible attacks but you wanted to choose one based on some conditions (angle/stance/remaining stamina) then you can write the function that decides that inside the Asset rather than on the character
as for the weapon tracing, it will be in the next video :) the reason there are different colours is to deal different damage based on the combination of attack type and trace type
@@PrismaticaDev wow didn't know that data assets have the ability to write functions! Thank you for the information and can't wait for the next video 😍
Per poly collision on sk meshes crashes the editor lol. I got around that by computing the vertices for a basic distance comparison loop once whenever the physics asset received a collision.
I love gambeson too, man. S2
Hell yes
How on earth did you figure out using all those nodes? I’ve started using UE recently, but i’m kinda scared of all this!
Amazing videos, it’s so interesting to follow all this, and sorry if you have already answered my question in an earlier video!
Take care!
Just try and make things using google as a guide and you'll eventually know what node to use for what scenario
The more stuff you make the more you get a feel for "a node that does x probably exists" and you can right click and search around for it. I don't really have many things memorized but I understand the big picture steps that need to happen for a thing to work, so then I can search in the editor or Google to figure out how to accomplish those steps.
Basicy, time and experience, don't be afraid! You build that up as you go
hey very nice. BTW did you remove the deform of the landscape ? why ?
Tessellation isn't supported in Unreal 5, and I also figured that it wasn't very noticeable from the top-down perspective. I've since compromised on altering the Normal Map of the ground to give the illusion of deformation
@@PrismaticaDev oh i meant the deform that happen when characters walk or anything, not the tessellation :) thanks for reply
Do you have a Runescape background music on this video or am I imagining it?
ну ты и красава, спасибо за контент
damn there is a lot of stuff in terms of tech to this game already, even tough ur solo dev(if i remember correctly) love what your doing, keep up the good work!
Awesome video! If you had wanted someone to bring onboard, I’d be willing to help, my passion is unmatched, but sadly my UE5 skills are not there yet.
What engine are you using? The art style reminds me of Bad North, neat!
Hes using ue5
@@047z cool!
I'm on UE5 now! It's been a great time :)
isn't that what hit normal for?
are you going to support modding?
To the best of my ability, yes :)
This pronunciation of skeletal is making me anxious. Sorry can't help it.