The only thing we know for sure, is these systems (like Elite Dangerous) are all some form of smoke and mirrors, while technically their universe is to scale, you aren’t floating through each bit but teleporting around and having small instanced areas, and the ones that aren’t are quite heavily LOD’d like space engineers and heavily optimized down to their core. My recommendation is just as you say here, get the core systems you want together working, then dig into more information wherever you can. I definitely think going so high with the goals off the bat will be detrimental to your progression. Galaxia in UE4 - YouTube like, how the heck does he do this and why do no developers share their tips. There also was another showcase called “Galaxia” where someone did this same thing in unreal engine 4… only he literally made a galaxy where he could fly around not just planets but other stars and galaxies, he had to use a completely new coordinate system for unreal engine. I’ve heard how much we can tweak Unreal Engine, I’d figure if space engineers can do it, and their game engine sucks by comparison, unreal can definitely do it. I’ve seen a couple other videos where this is showcased as possible, but it’s frustrating to have no leads on how to do this with the voxel plugin as someone new to unreal engine. I just wish more developers that have discovered this, would share that information. I haven’t looked that far ahead yet to see if that’s still an issue, but I’ll get around to that. Also, I’ve heard of world origin rebasing, I remember something for UE4 where that isn’t supported or difficult to work in multiplayer. It looks like a good start, but I do worry if they aren’t putting level of detail like trees and other things on the surface because they haven’t gotten to it yet, or doing that makes the game super laggy. I really appreciate that, and it is good to see they are working on it. Even if it takes a while, if it’s possible to accomplish Space Engineers level gameplay, I will go for it. I really want to stick with unreal engine, how can I do this? Is it even possible in the unreal engine? I understand that it’s a difficult task, I’m just wanting to know where to get started on the journey knowing that it is possible. I have started to see a few different ways UnitThis text will be hiddeny accomplishes planets you can land on and even destroy. The Voxel plugin sort of accomplishes this, but it’s laggy. Unreal’s showcase “from ants to outerspace” appears to accomplish this, but it’s a trick where you can only zoom into that one part of the planet, not anywhere you like. The unreal engine is amazingly powerful, but I haven’t really seen any proof of concept or any tutorials that accomplish this. In facThis text will be hiddent, you can drop something from orbit and have it land on the planet. But in Space Engineers, there is no such transition. Empyrion’s trick is as soon as you contact a planet shape, it loads you into a flat map that overlaps on itself. The primay “want” of this is to create planets where you can seamlessly transition from space to the planet in a performant way. I jumped into learning several different topics because I want to create a game like Space Engineers. It has been amazing to dive into the engine and I finally got through my first set of tutorials making NPCs chase me around a map and making some basic worlds. For some time I’ve been debating on getting started with the Unreal engine or Unit圓D, and finally decided on Unreal.
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