This uses the oceanology plugin from the marketplace. I'm running with 2 local network clients side by side. Oceanology is handling its replication synchronisation
@Atlantica-Worlds19 күн бұрын
Great work! There won't be any seams when you add noise?
@lorryburger816519 күн бұрын
Yep there are seams, I expect they will become more noticeable when I add the noise. they are less noticeable if I don't jump LOD's. I saw something about feathering somewhere, or I could slightly lower the more distant LOD's to obscure the splits
@Atlantica-Worlds19 күн бұрын
@@lorryburger8165 The long lines I'm seeing around the LOD edges that run through triangles, are those the seams?
@lorryburger816519 күн бұрын
@@Atlantica-Worlds yes, they are most noticeable when you jump from LOD2 to lod5 it splits it several times. I only have 3 hard coded lod levels at the moment, once I start doing it based on actual distance and graduate it we will see what it looks like.
@Atlantica-Worlds19 күн бұрын
@@lorryburger8165 Okay. I can't wait to create my own so I don't have to use a plugin. Very inspiring!
@LiamE6920 күн бұрын
I have toenail fungus. I bet you do too.
@lorryburger81655 күн бұрын
either that or you farted
@LiamE69Ай бұрын
Would you like to cull my non visible surfaces?
@lorryburger8165Ай бұрын
Last Wednesday it would have been a yes probably, today things are looking a lot better so it’s a flat no
@Atlantica-WorldsАй бұрын
Nice! I look forward to seeing the progress.
@LiamE69Ай бұрын
My balls are sweaty.
@lorryburger8165Ай бұрын
When did you last see them?
@LiamE69Ай бұрын
@@lorryburger8165 When they reflected in your eyes last night
@lorryburger8165Ай бұрын
you mean the digital microscope I gave you for Christmas
@LiamE69Ай бұрын
@@lorryburger8165 This is small. Those are far away.
@lorryburger8165Ай бұрын
@@LiamE69 Yes I agree, your balls are both small, far away and sweaty
@idirbelaid2837Ай бұрын
awesome !! how did you make the water surface invisible when it overlaps with the vehicle ?
@lorryburger8165Ай бұрын
it uses an opacity mask in the water material. just search youtube for a tutorial
@yayavideos2 ай бұрын
hello i am in hand ik hell right now and this looks about what i need for my wall running/grinding/sliding animation, could you make a type of how-to video? Looks great!
@lorryburger81652 ай бұрын
get the normal of the surface where your trace hits , ik the hand to that point and adjust the rotation of the hand to the normal. its an old project that doesn't load anymore so I cant be more detailed than that
@yayavideos2 ай бұрын
@@lorryburger8165 I have gotten about that far already but thank you very much for replying! I also have projects that will not load and it is heartbreaking. Appreciate your videos as some reference points. Much love.
@buster56612 ай бұрын
I am getting jak and Dexter 3 vibes
@projectMAINCORE3 ай бұрын
Nice to see another fellow developer do awesome things
@lorryburger81653 ай бұрын
Thank you for your kind comments
@LiamE693 ай бұрын
That's your left nut that is.
@chomnansaedan47883 ай бұрын
are you using Chaos Vehicle?
@lorryburger81653 ай бұрын
No, It's my own Vehicle Pawn that I wrote myself
@LiamE694 ай бұрын
Orbiting uranus.
@lorryburger81654 ай бұрын
Are you? I haven’t seen it in a while, What does it look like?
@Atlantica-Worlds4 ай бұрын
Nice!
@lorryburger81654 ай бұрын
Why thank you kind you
@Atlantica-Worlds4 ай бұрын
@@lorryburger8165 You're welcome. Are you using virtual heightfield meshes?
@lorryburger81654 ай бұрын
@@Atlantica-Worlds no. It’s a procedural mesh, with a perlin noise generator
@Atlantica-Worlds4 ай бұрын
@@lorryburger8165 Oh okay.
@crazyguy75854 ай бұрын
i think its for content example right😁
@lorryburger81654 ай бұрын
I am using the Physics Control Component for both the Driver and the Dog. The code is copied from the Content Examples for the driver and adapted for the dog
@LiamE695 ай бұрын
You still wet the bed.
@lorryburger81655 ай бұрын
You sleep sitting up because you have horizontigo and dust will kill you
@alexanderalikin12105 ай бұрын
Normals and displacement brake if the planet is not at world zero, I'll have to fix it
@alexanderalikin12105 ай бұрын
If you place a planet at world zero, you'll see how it's supposed to look :)
@lorryburger81655 ай бұрын
Like add a sphere center coord to the material instance?
@alexanderalikin12105 ай бұрын
@@lorryburger8165 no, place the ocean mesh at world 0, 0, 0 location. I’ll fix soon, that’s my bad
@alexanderalikin12105 ай бұрын
@@lorryburger8165 fixed. Please update
@lorryburger81655 ай бұрын
@@alexanderalikin1210 will in now work with spheres placed anywhere in the world map, of any size?
@Atlantica-Worlds6 ай бұрын
Are you making a space game?
@lorryburger81656 ай бұрын
I'm making a game that involves a lot of physics. Probably doing small planets like Outer Wilds
@lorryburger81656 ай бұрын
I see thats what you are doing
@Atlantica-Worlds6 ай бұрын
@@lorryburger8165 Mine isn't exactly physics based. My planets don't rotate or orbit, they are stationary. This is still the same game that you've been posting about, right?
@lorryburger81656 ай бұрын
I am teaching myself UE. I have lots of projects all doing different things, I wouldn't actually use this to create a planetary system - its far too chaotic and random (currently I have converted the gravity algorithm to c++ which took 80 planetary bodies running at 20 fps to running at 120 fps!) it makes a nice screen saver
@Atlantica-Worlds6 ай бұрын
@@lorryburger8165 Wow, that's an incredible jump in framerates! I will have to nativize blueprints into C++ some day and test the framerates.
@LiamE696 ай бұрын
I don't think you appreciate the gravity of the situation.
@lorryburger81654 ай бұрын
Gravity is your situation
@LiamE694 ай бұрын
@@lorryburger8165 It's getting me down.
@rdevstro5k6 ай бұрын
sick, you got good taste in music
@rdevstro5k6 ай бұрын
this is sick
@lorryburger81656 ай бұрын
~Thanks
@FreeD00M8 ай бұрын
This does not quite look in sinc
@lorryburger81658 ай бұрын
I don't know if they have improved things, but over the internet you are never going to know if its a bit out of sync anyway
@FreeD00M8 ай бұрын
@@lorryburger8165 then it should be a delay. However looks a bit different ti me, not just in time. What you think(
@tienphatpham3958 ай бұрын
I can’t stay and move on my ship when the ship moving. My character alway be push out side the ship. Please help me
@lorryburger81658 ай бұрын
Separate the Bouyancy Hull from the Hull mesh. Disable Physics on the Hull mesh have the Hull Mesh Interp its position to the Bouyancy hull on tick, that will stop your character from affecting the bouyancy and physics of the ship. Or otherwise it sounds like a collision issue
@lorryburger81658 ай бұрын
The aircraft carrier does what I described, kzread.info/dash/bejne/gmF-m9F7f6Xen6g.html
@tienphatpham3958 ай бұрын
@@lorryburger8165 thank u so much for your reply ^^ Now I will try that. 🥰🥰🥰
@matiasbloisi31028 ай бұрын
Nice work, thanks for sharing. You recommend to use UE4 vs UE5? (Using AVS / TCS)?
@lorryburger81658 ай бұрын
I’m using ue5. I don’t think it’s better than 4 yet
@jamesonvparker9 ай бұрын
As a starting point, do you recommend migrating the demo project to your own and just swapping the meshes?
@lorryburger81659 ай бұрын
No, I copied the code as I wanted to learn it
@jamesonvparker9 ай бұрын
I love your physical component animation. How hard did you find working with it? Seems a little confusing to me but Im working on figuring it out.
@lorryburger81659 ай бұрын
I just copied the example code and made a few changes
@jamesonvparker9 ай бұрын
Hi, I found your channel in the AVS discord. Nice work! I subbed.
@lorryburger81659 ай бұрын
Thanks for the sub!
@kennedykimeu46189 ай бұрын
Nice. how is the peformance ?
@lorryburger81659 ай бұрын
It’s down to the grid. I’m hoping when tessellation is back I can use it
@jourverse6 ай бұрын
@@lorryburger8165 You can use default water system for the tessellation and LOD dynamic mesh. I apply the custom water material on the ocean actor from water system and the tessellation is working well. Which method did you use to simulate this bouyancy? CPU or GPU readback?
@lorryburger81656 ай бұрын
@@jourverse its a Niagara GPU readback (kzread.info/dash/bejne/mpampKWIqMiyodo.html) connecting to NWP water physics thats doing the math
@jourverse6 ай бұрын
@@lorryburger8165 ok Thank you.
@LiamE6910 ай бұрын
Bed wetter.
@FreeD00M10 ай бұрын
I dont think Fluid Ninja replicates well or does it?
@lorryburger816510 ай бұрын
You wouldn't replicate Fluid Ninja, you would replicate what is interacting with it. Its mainly a visual thing so it wouldn't matter.
@FreeD00M10 ай бұрын
@@lorryburger8165 Well, if e.g. a ship crashes into a wave on the server, but the wave does not exist on the clientside the ship would move without any reason on the clientside.
@lorryburger816510 ай бұрын
@@FreeD00M Most WaveSystems use a Timecode to generate the waves. you would sync the timecode to the server and have each client delta the time in between updates, you are never going to get 100% syncronisation as client ping and FPS is going to make all sorts of issues. boat simulations are also physics based which in not as deterministic as we would like in UE so replicating is going to be difficult on that front too. I would let Fluid Ninja handle the pretty but none of the gameplay systems. you can overlay Fluid Ninja over a wave system to handle foam and ripples . nobody is going to notice if foam or ripples are not in sync!
@FreeD00M9 ай бұрын
Thx for the inspiring idea. I know that oceanology is mostly replicated, but this gave me the idea to also try other water systems. Will do some experimentation.
@unrealunderground608511 ай бұрын
this is so much cooler than your ALS video from two years ago! Keep posting stuff like this i love to see it!
@loremipsum314711 ай бұрын
that really was a hattori hanzo sword
@HeavensDisciplesGames Жыл бұрын
Nice! That's pretty cool.
@lorryburger8165 Жыл бұрын
Thanks!
@LiamE69 Жыл бұрын
I touched myself watching this.
@lorryburger8165 Жыл бұрын
Did the brasso come out?
@LiamE69 Жыл бұрын
@@lorryburger8165 Nurse!
@Digital33Studios Жыл бұрын
very cool
@lorryburger8165 Жыл бұрын
Thank you
@Adil-vi8xw Жыл бұрын
Can u make a video on how u make it
@lorryburger8165 Жыл бұрын
Maybe one day when I get time
@DeeOdzta Жыл бұрын
nice!
@lorryburger81652 ай бұрын
ince!
@SomethingEternal Жыл бұрын
Looks good. Now i wonder if the passenger camera is going to have those vibrations xD
Was a while ago. I've broken it since. I think I was using world coordinates rather than bone space like in ALS
@zawadigameszg2713 Жыл бұрын
You finally made it work.
@LiamE69 Жыл бұрын
I held on for too long and stuff came out.
@AbsoluteZero972 Жыл бұрын
hello, i want to do a jump Prediction for my character. can you tell my how had you done it please ? very good vidéo by the way, love you'r work.
@lorryburger8165 Жыл бұрын
I based mine on this kzread.info/dash/bejne/e3lqtMSje7muabA.html
@AbsoluteZero972 Жыл бұрын
@@lorryburger8165 ho ! thank you
@LiamE69 Жыл бұрын
Very ruff.
@lorryburger8165 Жыл бұрын
That took you far too long to come up with
@LiamE69 Жыл бұрын
@@lorryburger8165 Yeah, made a real dog's dinner of it.
@ivanc86179 Жыл бұрын
Hey, looks very nice! Do you use physics control component for the good boy as for the driver? And how do you like using it? Is it worth to exploring?
@lorryburger8165 Жыл бұрын
I am using the new Physics Control Component for both the Driver and The Dog. The code is copied from the Content Examples for the driver and adapted for the dog. I have only played with it for a couple of hours but it seems to do what it does! I am trying to import the code into my vehicle and my character blueprints, unsuccesfully at the moment , it either crashes or does nothing. just need some time
@WAR_1933 Жыл бұрын
fine work
@LiamE69 Жыл бұрын
That's just rubbish.
@WAR_1933 Жыл бұрын
dope
@mehmetbaspinar25 Жыл бұрын
its great , can you share blueprint tutarial ?
@pivotcom Жыл бұрын
what engine did you make this in?
@lorryburger8165 Жыл бұрын
Unreal Engine 4
@pivotcom Жыл бұрын
@@lorryburger8165 did you make the trail effect or did you use surface trails and ngl kinda impressed by the rig can't get mine to work right with chaos vehicles
@lorryburger8165 Жыл бұрын
@@pivotcom The surface trails are Infinity Weather by Infinity Blend. They don't work anymore as Epic got rid of tessalation
@pivotcom Жыл бұрын
@@lorryburger8165 nice but how did you pull the rig of as far as I know I can only connect wheels to the root bone in that case I can't get the rotating axles to work
@lorryburger8165 Жыл бұрын
@@pivotcom The Suspension arms are a failed attempt at multipoint IK using scene components that pivot at the top and "look at" the wheel mesh. The wheel mesh is being controlled by 2 physics constraints. one for the wheel spin and another for the suspension which are attached to a control mesh that handles the steering
Пікірлер
How did you do this?
This uses the oceanology plugin from the marketplace. I'm running with 2 local network clients side by side. Oceanology is handling its replication synchronisation
Great work! There won't be any seams when you add noise?
Yep there are seams, I expect they will become more noticeable when I add the noise. they are less noticeable if I don't jump LOD's. I saw something about feathering somewhere, or I could slightly lower the more distant LOD's to obscure the splits
@@lorryburger8165 The long lines I'm seeing around the LOD edges that run through triangles, are those the seams?
@@Atlantica-Worlds yes, they are most noticeable when you jump from LOD2 to lod5 it splits it several times. I only have 3 hard coded lod levels at the moment, once I start doing it based on actual distance and graduate it we will see what it looks like.
@@lorryburger8165 Okay. I can't wait to create my own so I don't have to use a plugin. Very inspiring!
I have toenail fungus. I bet you do too.
either that or you farted
Would you like to cull my non visible surfaces?
Last Wednesday it would have been a yes probably, today things are looking a lot better so it’s a flat no
Nice! I look forward to seeing the progress.
My balls are sweaty.
When did you last see them?
@@lorryburger8165 When they reflected in your eyes last night
you mean the digital microscope I gave you for Christmas
@@lorryburger8165 This is small. Those are far away.
@@LiamE69 Yes I agree, your balls are both small, far away and sweaty
awesome !! how did you make the water surface invisible when it overlaps with the vehicle ?
it uses an opacity mask in the water material. just search youtube for a tutorial
hello i am in hand ik hell right now and this looks about what i need for my wall running/grinding/sliding animation, could you make a type of how-to video? Looks great!
get the normal of the surface where your trace hits , ik the hand to that point and adjust the rotation of the hand to the normal. its an old project that doesn't load anymore so I cant be more detailed than that
@@lorryburger8165 I have gotten about that far already but thank you very much for replying! I also have projects that will not load and it is heartbreaking. Appreciate your videos as some reference points. Much love.
I am getting jak and Dexter 3 vibes
Nice to see another fellow developer do awesome things
Thank you for your kind comments
That's your left nut that is.
are you using Chaos Vehicle?
No, It's my own Vehicle Pawn that I wrote myself
Orbiting uranus.
Are you? I haven’t seen it in a while, What does it look like?
Nice!
Why thank you kind you
@@lorryburger8165 You're welcome. Are you using virtual heightfield meshes?
@@Atlantica-Worlds no. It’s a procedural mesh, with a perlin noise generator
@@lorryburger8165 Oh okay.
i think its for content example right😁
I am using the Physics Control Component for both the Driver and the Dog. The code is copied from the Content Examples for the driver and adapted for the dog
You still wet the bed.
You sleep sitting up because you have horizontigo and dust will kill you
Normals and displacement brake if the planet is not at world zero, I'll have to fix it
If you place a planet at world zero, you'll see how it's supposed to look :)
Like add a sphere center coord to the material instance?
@@lorryburger8165 no, place the ocean mesh at world 0, 0, 0 location. I’ll fix soon, that’s my bad
@@lorryburger8165 fixed. Please update
@@alexanderalikin1210 will in now work with spheres placed anywhere in the world map, of any size?
Are you making a space game?
I'm making a game that involves a lot of physics. Probably doing small planets like Outer Wilds
I see thats what you are doing
@@lorryburger8165 Mine isn't exactly physics based. My planets don't rotate or orbit, they are stationary. This is still the same game that you've been posting about, right?
I am teaching myself UE. I have lots of projects all doing different things, I wouldn't actually use this to create a planetary system - its far too chaotic and random (currently I have converted the gravity algorithm to c++ which took 80 planetary bodies running at 20 fps to running at 120 fps!) it makes a nice screen saver
@@lorryburger8165 Wow, that's an incredible jump in framerates! I will have to nativize blueprints into C++ some day and test the framerates.
I don't think you appreciate the gravity of the situation.
Gravity is your situation
@@lorryburger8165 It's getting me down.
sick, you got good taste in music
this is sick
~Thanks
This does not quite look in sinc
I don't know if they have improved things, but over the internet you are never going to know if its a bit out of sync anyway
@@lorryburger8165 then it should be a delay. However looks a bit different ti me, not just in time. What you think(
I can’t stay and move on my ship when the ship moving. My character alway be push out side the ship. Please help me
Separate the Bouyancy Hull from the Hull mesh. Disable Physics on the Hull mesh have the Hull Mesh Interp its position to the Bouyancy hull on tick, that will stop your character from affecting the bouyancy and physics of the ship. Or otherwise it sounds like a collision issue
The aircraft carrier does what I described, kzread.info/dash/bejne/gmF-m9F7f6Xen6g.html
@@lorryburger8165 thank u so much for your reply ^^ Now I will try that. 🥰🥰🥰
Nice work, thanks for sharing. You recommend to use UE4 vs UE5? (Using AVS / TCS)?
I’m using ue5. I don’t think it’s better than 4 yet
As a starting point, do you recommend migrating the demo project to your own and just swapping the meshes?
No, I copied the code as I wanted to learn it
I love your physical component animation. How hard did you find working with it? Seems a little confusing to me but Im working on figuring it out.
I just copied the example code and made a few changes
Hi, I found your channel in the AVS discord. Nice work! I subbed.
Thanks for the sub!
Nice. how is the peformance ?
It’s down to the grid. I’m hoping when tessellation is back I can use it
@@lorryburger8165 You can use default water system for the tessellation and LOD dynamic mesh. I apply the custom water material on the ocean actor from water system and the tessellation is working well. Which method did you use to simulate this bouyancy? CPU or GPU readback?
@@jourverse its a Niagara GPU readback (kzread.info/dash/bejne/mpampKWIqMiyodo.html) connecting to NWP water physics thats doing the math
@@lorryburger8165 ok Thank you.
Bed wetter.
I dont think Fluid Ninja replicates well or does it?
You wouldn't replicate Fluid Ninja, you would replicate what is interacting with it. Its mainly a visual thing so it wouldn't matter.
@@lorryburger8165 Well, if e.g. a ship crashes into a wave on the server, but the wave does not exist on the clientside the ship would move without any reason on the clientside.
@@FreeD00M Most WaveSystems use a Timecode to generate the waves. you would sync the timecode to the server and have each client delta the time in between updates, you are never going to get 100% syncronisation as client ping and FPS is going to make all sorts of issues. boat simulations are also physics based which in not as deterministic as we would like in UE so replicating is going to be difficult on that front too. I would let Fluid Ninja handle the pretty but none of the gameplay systems. you can overlay Fluid Ninja over a wave system to handle foam and ripples . nobody is going to notice if foam or ripples are not in sync!
Thx for the inspiring idea. I know that oceanology is mostly replicated, but this gave me the idea to also try other water systems. Will do some experimentation.
this is so much cooler than your ALS video from two years ago! Keep posting stuff like this i love to see it!
that really was a hattori hanzo sword
Nice! That's pretty cool.
Thanks!
I touched myself watching this.
Did the brasso come out?
@@lorryburger8165 Nurse!
very cool
Thank you
Can u make a video on how u make it
Maybe one day when I get time
nice!
ince!
Looks good. Now i wonder if the passenger camera is going to have those vibrations xD
It would if the camera was attached to the head
tutorial?
I copied it from als
@@lorryburger8165 exact same? Looks different.. Looks better
Was a while ago. I've broken it since. I think I was using world coordinates rather than bone space like in ALS
You finally made it work.
I held on for too long and stuff came out.
hello, i want to do a jump Prediction for my character. can you tell my how had you done it please ? very good vidéo by the way, love you'r work.
I based mine on this kzread.info/dash/bejne/e3lqtMSje7muabA.html
@@lorryburger8165 ho ! thank you
Very ruff.
That took you far too long to come up with
@@lorryburger8165 Yeah, made a real dog's dinner of it.
Hey, looks very nice! Do you use physics control component for the good boy as for the driver? And how do you like using it? Is it worth to exploring?
I am using the new Physics Control Component for both the Driver and The Dog. The code is copied from the Content Examples for the driver and adapted for the dog. I have only played with it for a couple of hours but it seems to do what it does! I am trying to import the code into my vehicle and my character blueprints, unsuccesfully at the moment , it either crashes or does nothing. just need some time
fine work
That's just rubbish.
dope
its great , can you share blueprint tutarial ?
what engine did you make this in?
Unreal Engine 4
@@lorryburger8165 did you make the trail effect or did you use surface trails and ngl kinda impressed by the rig can't get mine to work right with chaos vehicles
@@pivotcom The surface trails are Infinity Weather by Infinity Blend. They don't work anymore as Epic got rid of tessalation
@@lorryburger8165 nice but how did you pull the rig of as far as I know I can only connect wheels to the root bone in that case I can't get the rotating axles to work
@@pivotcom The Suspension arms are a failed attempt at multipoint IK using scene components that pivot at the top and "look at" the wheel mesh. The wheel mesh is being controlled by 2 physics constraints. one for the wheel spin and another for the suspension which are attached to a control mesh that handles the steering
why did youtube recommend this to me?
The algorithm works in mysterious ways.
I don't think I can answer that😂