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Todays study is with IK Rigs and setting up the same inside #unrealengine5. I managed to set up after reading through the documentation, the IK Rig on my charecter. Next task would be implimenting the dynamic IK during runtime to procedurally adjust the feet positions based on the ground height and normal.
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Hey! I tried to make a clone of the Traffic Rider mobile game to test my UE5 and C++ skills. All mechanics are custom-made by me and made in C++. It was challenging but I learned a lot! The NPC cars spawn randomly on the road at random speeds, if it sees a slower car in front of it then it matches its speed so cars do not crush each other, and if you flash the headlights to them they will let you pass. There is a score system combined with speed and distance, and if you pass a car close enough you will get a bonus! It even has a combo counter! I think the realistic speed indicator is looking cool I loved it! I tried to make the engine sound realistic but this is what I can get :D Hope you guys like it. I am open to every comment 🖐 RIDERS ON THE STORM !! 🚘 🔥 #unrealengine #c++
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I finished up creating the examiner manager script! Now all I need to do is figure out how I can have certain components inside of my placement prefabs disabled so that the examiner runs smoothly. #unity #ar #csharp #gamedev #unitydeveloper
Creating a Vehicle Examiner, Day 5
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Learn to be an effective vibration technician - capable of collecting quality data, and performing basic analysis and data validation - with advanced 3D animations and interactive simulations that make everything easy to understand.
Get Trained and Certified with Mobius Institute
my.socialtoaster.com
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Learn to be an effective vibration technician - capable of collecting quality data, and performing basic analysis and data validation - with advanced 3D animations and interactive simulations that make everything easy to understand.
Get Trained and Certified with Mobius Institute
my.socialtoaster.com
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So you wanna generate your unit tests? It’s tempting, and sometimes useful…but fraught with danger. Watch to find out the practices to avoid, and why it might not be generating unit tests at all! #unitest #copilot #testing https://lnkd.in/gkam7HFh
Test Generation - Beware!
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Finally got a chance to do some path tracing tests in UE5.2 Really impressive how similar the real-time results are to the Path Tracer. I definitely noticed you have to adjust exposure so that your real-time feedback matches the path tracer results. Here's some info I noticed/discovered for anyone interested. The Path Tracer doesn't always play nice with normal/bump maps. Nanite also has to be at it's highest quality with no 'optimization' to force the detail to remain present when rendering. I was able to bring back normal maps on the asphalt in these renders by simplifying the shader with a rebuilt material. I used the anamorphic lens squeeze features along with some lens barreling as a post process and it came out pretty clean. The post processes do show up in the path tracer too, not just the conventional deferred renderer which was kinda cool. Though in a traditional pipeline I would definitely recommend caution keeping them in if you're planning to do any comp work. The results here have no color correction or added comp effects. These renders are straight from UE5. Depth of Field issues were expected, and were very noticeable. Path Tracing did a much better job sorting objects and removing artifacts present in the bokeh. I don't know for sure, it appears that anything outside the frustrum is much more likely to be omitted with an RTX Deferred render, which makes sense. You can see some swimming reflections that are not present in the Path Tracer. One last thing that I found very strange, was that in my scene file, I disabled the emissive materials on the car and in my viewport the head and tail lights are actually turned off. But in the Movie Render Queue they rendered with the lights on and glowing. So that's a mystery I will have to solve. How about you? Have any of my colleagues messed with this yet? How do you like it? What issues have you found? These models and textures were all provided via the free sample projects and the Epic Marketplace. Thanks for checking it out! 😁 #UE5 #PathTracing #RTX #GameDev #VFX #Rendering #Tests https://lnkd.in/gXu5UesK
UE5 Movie Render Queue Tests
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Today, I finally finish up fixing up the issues I found in my vehicle examiner. Today was mostly just figuring out what the FOV offset does for the annotation interactable component. #unity #ar #gamedev #unitydeveloper
Creating a Vehicle Examiner, Day 22
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