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Making an OCEAN for my EXPLORATION game - Devlog #2
Wishlist The Last Explorer: store.steampow...
Discord: / discord
Hello, this is the third devlog on my alien photography game The Last Explorer, where I'll be making a complex water system with different weather, caustics, bubbles, lakes, air pockets and much more.
I still have a lot to do so I want to make these videos to keep track of what I've accomplished so far and share the development with whoever is interested.
I would love to hear your opinion or feedback in the comments or on discord!
Great video on Gerstner waves by Ghislain Girardot: • A deep dive into my pr...
#devlog #gamedev #unrealengine
Пікірлер: 74
Man the speed you are progressing is amazing, and seeing the project come alive bit by bit is satisfying.
@Gradient-Games
Жыл бұрын
Thanks, at the moment everything is progressing smoothly so let's hope it stays that way :)
So cool to see the in depth process and learn about game design. Underrated channel!
@alieninsectbass
8 күн бұрын
Hehe. In depth.
Mate this is quiet something. I'm staring in disbelief. The bubbles got me, I couldn't tell it's 2d even after rewinding it couple times. This looks awesome. I wish you all the best and here I'm subsribing right now!
@Gradient-Games
Жыл бұрын
Thank you :D
This is very impressive. I am very much looking forward to what you do in the future.
@Gradient-Games
Жыл бұрын
Thank you!
That ocean is really impressive looking honestly
these graphics are sick
Really cool! Turned out way better than I expected it to at the start of the video.
The progress your making is awesome!
This might be some of the best water in any game I've seen already and it's still early development.
You are honestly under rated
Holy shit the ocean can be a different game, thiss looks so good😅
Earned a sub, My only suggestion would be to show a close up view of your Blueprinting for us noobs to get a better look at. maybe break down the use of some of the more complicated nodes and systems
@Gradient-Games
Жыл бұрын
I'll try but I don't want to get too technical so I don't scare away non developers If you have any questions don't hesitate to ask!
This is so sick
Hey there! Love the video! This is looking really amazing. Excited to see where this goes! I had a quick question about the god rays. What did you mean by adding noise to the "Fog Material"? I see you're using a post process material to generate the base fog, but are you adding the noise to the height fog in BP to generate the rays?
Love to see a step by step tutorial on how you make the stormy waves.
You should add the little particles like in real oceans. It would look soooo much better
Incredible work man!
😮 My Respect..! 👌🏻✨ Epic Job
Very good work but one minor detail. You can actually sample a texture for rotation, just sample a normal map. You can generate normals while computing your gerstner waves. GPU gems has equation for it. Since I like your work I can give you source code for how I get my normals in my gerstner waves. I have version for Unreal you use in Material custom node which I think your using.
@Gradient-Games
10 ай бұрын
Thanks, I tried that but it ended up costing too much to calculate, so I decided just to keep the wpo for performance :)
underated channel!
Give me dat water now 🔫🐶
I just want you to know that this project has MASSIVE potential. MASSIVE, and should you continue, especially at current speed (which i dont recommend cuz burnout but that would be even MORE insane), youll surpass ARK and No mans sky in popularity
This is amazing 🤩. You should invest in a VR headset and implement VR support. You seem like a great game developer
Amazing! I'm impressed
Super bro keep it up
Broo game is sick!!
love it!
Can you make this a plugin? Or perhaps publish your blueprints so we can use this in other projects?
Are you going to add any aquatic creatures?
@Gradient-Games
Жыл бұрын
Definitely, large, small, and rideable underwater creatures!
How to like this video 99 times
Wow impressive! How did you exclude the water (post process) in the airpockets? I am looking for a solution for my submarine game, but with the ability to look out of a window from inside the sub (an back in).
@Gradient-Games
6 ай бұрын
The air pockets don't work if you have a window on the side, since I didn't need it to for what I wanted to do So basically it changes the global water surface height when you're very near an air pocket. Using a global material parameter collection of course. If you wanted to have windows you could try creating a mask where there are windows looking out into the ocean, using for example the custom depth buffer. (Writing windows to custom depth) Then subtracting the custom depth (window distance) from the normal depth to get how far you're looking into the ocean Just an idea, haven't tested it personally but I think it should work!
Could you explain how you did the god rays? I'm losing my mind to be able to make one and yours look incredible
@Gradient-Games
Жыл бұрын
It's been a while since I coded it but first of all you need the normalized directional light vector and the depth of the water. Then you use the depth to offset the XY world coordinates in the direction of the light XY vector. Then you input this into a noise node and adjust the variables to change the sharpness and scale of your rays Finally use the depth to gradually fade the effect out Hope this is understandable, good luck!
@Twentyfourfour
11 ай бұрын
@@Gradient-Games Does this work in a post process material or does the effect need the volumetric fog to work? I don't understand how this could work in a post process material because it's in screen space and your effect looks 3D?
@Gradient-Games
11 ай бұрын
Yeah it's using volumetric fog, although there are some techniques out there to fake it with post processing (but that's not what I decided to do)
@Twentyfourfour
11 ай бұрын
@@Gradient-Games Thanks for answering, I've been searching for a long time and haven't found any ways to do this in a post process, if you have any links or tips that would be appreciated
@Gradient-Games
11 ай бұрын
Unfortunately I can't really help, maybe ask in the unreal subreddit or discord server?
maybe you could make that you can have an oxygen bottle
Love itt!! :)
@Gradient-Games
Жыл бұрын
Glad you like it, I loved working on it :D
@kobyix
Жыл бұрын
@@Gradient-Games :)
I am currently creating a underwater game of my own. I am having issues setting up the ocean to be the world environment. Every time I try to set it up the spline comp always messes up the flat surface. How did you create an underwater surface and then add your ocean in?
This series has inspired me to make my own game but UE looks a bit too complex for me.
@Gradient-Games
Жыл бұрын
Good luck with your game!
how do u fix the ocean being see through when under the water using unreal engine ocean an how did u fix the camera for the lake
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This is just very big plane with water material applied to it to simulate water? i'm looking for something similar for my game too, dunno what to choose, i tried UE5 Water system, it looks awesome but dunno how it will impact perfomance.
@Gradient-Games
3 ай бұрын
You'll have to figure out what fits your needs but it doesn't seem like epic are still working on their water system I also had a bunch of issues with it when I tried using it before I made my own system
How did you make the fog change color depending on depth? Any chance you could upload that?
@Gradient-Games
11 ай бұрын
I've got a parameter containing the world space height of the sea plane, I can then use this to calculate how deep below the surface the camera is (or any point of the fog) This way I can change it in any way like making the godrays fade out over a certain depth
@mansnotprot1544
11 ай бұрын
@@Gradient-Games I could never get the fog to get darker depending on my camera z axis location.
@Gradient-Games
11 ай бұрын
Just get the ocean height, subtract the camera height and you've got the depth, using this you can do whatever you want Edit: for the fog effects you shouldn't use the camera location, instead just get the world space location so the fog gets darker depending on its depth
@Gradient-Games
11 ай бұрын
One more thing, fog uses the additive blend mode, so you can't really make it darker, just less visible If you do want to make it darker depending on depth use a post process material
I know ultra dynamics sky when I see it
@Gradient-Games
Жыл бұрын
Yup, it's an amazing asset and I just didn't see a reason to make a sky system from scratch. If I did do that I would've had to spend like a month just working on the sky
@blackdoc6320
Жыл бұрын
@@Gradient-Games I’ve got it for the same exact reason
Any chance you could share this code or a video on how to make it?
How did you mask out water(air pockets)? Did you use distance fields?
@Gradient-Games
5 ай бұрын
I just used a separate plane for the water and turned the effects off when inside the bubble
What is the payoff of doing this instead of using UE5 water body ocean? I heard it's pretty good
How did you render the height to a render target?
@Gradient-Games
Ай бұрын
I put the same calculation as for the ocean into another material and used 'draw material to render target' to render that to a render target
how did you make the scatteringpeak parameter?
@Gradient-Games
2 ай бұрын
If I remember correctly I used the wpo to calculate where the peaks and crests are and then lerp between two different values I'm pretty sure Ghislain Ghirardot also goes over this in more detail in his video :)
Bro just make all of it Nanite so we have better experience because of the fps higher rate