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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

  • @DownTownProductionive
    @DownTownProductionive Жыл бұрын

    Man the speed you are progressing is amazing, and seeing the project come alive bit by bit is satisfying.

  • @Gradient-Games

    @Gradient-Games

    Жыл бұрын

    Thanks, at the moment everything is progressing smoothly so let's hope it stays that way :)

  • @OscarWaldmanANIMATIONS
    @OscarWaldmanANIMATIONS Жыл бұрын

    So cool to see the in depth process and learn about game design. Underrated channel!

  • @alieninsectbass

    @alieninsectbass

    8 күн бұрын

    Hehe. In depth.

  • @Nicknamegeneratorfailed
    @Nicknamegeneratorfailed Жыл бұрын

    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

    @Gradient-Games

    Жыл бұрын

    Thank you :D

  • @whataguy2266
    @whataguy2266 Жыл бұрын

    This is very impressive. I am very much looking forward to what you do in the future.

  • @Gradient-Games

    @Gradient-Games

    Жыл бұрын

    Thank you!

  • @maceronsgamedevthings
    @maceronsgamedevthings10 ай бұрын

    That ocean is really impressive looking honestly

  • @Aqua_Turneur
    @Aqua_Turneur Жыл бұрын

    these graphics are sick

  • @Frozd
    @Frozd Жыл бұрын

    Really cool! Turned out way better than I expected it to at the start of the video.

  • @blapaz
    @blapaz Жыл бұрын

    The progress your making is awesome!

  • @blackdoc6320
    @blackdoc6320 Жыл бұрын

    This might be some of the best water in any game I've seen already and it's still early development.

  • @blobdude19
    @blobdude19 Жыл бұрын

    You are honestly under rated

  • @BadTunes.
    @BadTunes. Жыл бұрын

    Holy shit the ocean can be a different game, thiss looks so good😅

  • @unrealunderground6085
    @unrealunderground6085 Жыл бұрын

    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

    @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!

  • @mr_clean575
    @mr_clean575 Жыл бұрын

    This is so sick

  • @WaterproofJedi
    @WaterproofJediАй бұрын

    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?

  • @snookofficial7211
    @snookofficial72112 ай бұрын

    Love to see a step by step tutorial on how you make the stormy waves.

  • @octa-pie
    @octa-pie Жыл бұрын

    You should add the little particles like in real oceans. It would look soooo much better

  • @BastiaanGrisel
    @BastiaanGrisel2 ай бұрын

    Incredible work man!

  • @brunocandia9671
    @brunocandia96718 ай бұрын

    😮 My Respect..! 👌🏻✨ Epic Job

  • @nickgennady
    @nickgennady10 ай бұрын

    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

    @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 :)

  • @breaktime1012
    @breaktime1012 Жыл бұрын

    underated channel!

  • @s4bishii
    @s4bishii Жыл бұрын

    Give me dat water now 🔫🐶

  • @mikaelfoster9726
    @mikaelfoster972611 ай бұрын

    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

  • @smythfamily8321
    @smythfamily8321 Жыл бұрын

    This is amazing 🤩. You should invest in a VR headset and implement VR support. You seem like a great game developer

  • @paiva_f1944
    @paiva_f1944 Жыл бұрын

    Amazing! I'm impressed

  • @HACkER-br6mt
    @HACkER-br6mt Жыл бұрын

    Super bro keep it up

  • @MrApple287
    @MrApple287 Жыл бұрын

    Broo game is sick!!

  • @TOKYEO
    @TOKYEO Жыл бұрын

    love it!

  • @robinpage2730
    @robinpage27308 күн бұрын

    Can you make this a plugin? Or perhaps publish your blueprints so we can use this in other projects?

  • @-starrysunrise-2908
    @-starrysunrise-2908 Жыл бұрын

    Are you going to add any aquatic creatures?

  • @Gradient-Games

    @Gradient-Games

    Жыл бұрын

    Definitely, large, small, and rideable underwater creatures!

  • @herohuntstudios
    @herohuntstudios3 ай бұрын

    How to like this video 99 times

  • @FreeD00M
    @FreeD00M6 ай бұрын

    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

    @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!

  • @CarlosAlvarez-bt9cj
    @CarlosAlvarez-bt9cj Жыл бұрын

    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

    @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

    @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

    @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

    @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

    @Gradient-Games

    11 ай бұрын

    Unfortunately I can't really help, maybe ask in the unreal subreddit or discord server?

  • @Aqua_Turneur
    @Aqua_Turneur Жыл бұрын

    maybe you could make that you can have an oxygen bottle

  • @kobyix
    @kobyix Жыл бұрын

    Love itt!! :)

  • @Gradient-Games

    @Gradient-Games

    Жыл бұрын

    Glad you like it, I loved working on it :D

  • @kobyix

    @kobyix

    Жыл бұрын

    @@Gradient-Games :)

  • @madsussy2307
    @madsussy23074 ай бұрын

    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?

  • @hed420
    @hed420 Жыл бұрын

    This series has inspired me to make my own game but UE looks a bit too complex for me.

  • @Gradient-Games

    @Gradient-Games

    Жыл бұрын

    Good luck with your game!

  • @GoHype2024
    @GoHype2024Ай бұрын

    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

  • @andikasujanadi
    @andikasujanadi Жыл бұрын

    Auto subscribe to this channel

  • @betraid
    @betraid3 ай бұрын

    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

    @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

  • @mansnotprot1544
    @mansnotprot154411 ай бұрын

    How did you make the fog change color depending on depth? Any chance you could upload that?

  • @Gradient-Games

    @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

    @mansnotprot1544

    11 ай бұрын

    @@Gradient-Games I could never get the fog to get darker depending on my camera z axis location.

  • @Gradient-Games

    @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

    @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

  • @blackdoc6320
    @blackdoc6320 Жыл бұрын

    I know ultra dynamics sky when I see it

  • @Gradient-Games

    @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

    @blackdoc6320

    Жыл бұрын

    @@Gradient-Games I’ve got it for the same exact reason

  • @shrutidange8356
    @shrutidange83562 ай бұрын

    Any chance you could share this code or a video on how to make it?

  • @nickgennady
    @nickgennady5 ай бұрын

    How did you mask out water(air pockets)? Did you use distance fields?

  • @Gradient-Games

    @Gradient-Games

    5 ай бұрын

    I just used a separate plane for the water and turned the effects off when inside the bubble

  • @leogcavalli
    @leogcavalli3 ай бұрын

    What is the payoff of doing this instead of using UE5 water body ocean? I heard it's pretty good

  • @LFPAnimations
    @LFPAnimationsАй бұрын

    How did you render the height to a render target?

  • @Gradient-Games

    @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

  • @viatorrr
    @viatorrr2 ай бұрын

    how did you make the scatteringpeak parameter?

  • @Gradient-Games

    @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 :)

  • @Breezy_INKI
    @Breezy_INKI Жыл бұрын

    Bro just make all of it Nanite so we have better experience because of the fps higher rate