Royalty

241 posts

Royalty

Royalty

@RoyaltyGameDev

Making things in Unreal just to break them. My end goal is to break the world!

Katılım Haziran 2025
99 Takip Edilen230 Takipçiler
Royalty
Royalty@RoyaltyGameDev·
@Universe_Slime_ That makes sense! It's sort of a parallel implementation of Chaos geometry collections, right? I did! Your destruction is looking silky smooth! Let me know if you have any Niagara questions, I'm no expert but I've certainly spent a lot of time working with it.
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UNIVERSE SLIME まっしゅぽてと
UNIVERSE SLIME まっしゅぽてと@Universe_Slime_·
@RoyaltyGameDev Other than that, when destruction occurs, I track it using BFS starting from the anchor. There’s still plenty of room for improvement, though. By the way, did you see the latest post? After seeing everyone’s posts, I gave Niagara a shot too.
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Royalty retweetledi
UNIVERSE SLIME まっしゅぽてと
柱や地面などをアンカーとして設定し、接続が途切れた壁が崩壊するようになりました。 トレース不使用で負荷も問題無さそうなのでまずはデモ版に実装予定です。 近々アップデートします。 #ue5 #gamedev #indiedev
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Royalty
Royalty@RoyaltyGameDev·
I've been testing out the tornado in a more natural environment. It's feeling pretty good! #unrealengine #gamedev
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Royalty@RoyaltyGameDev·
That moment of panic when your gun's ejection port springs a leak.
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Royalty@RoyaltyGameDev·
@GameDevMicah Copilot: Walking is the better choice for a 50‑foot trip, but the reasoning shifts depending on what you care about—speed, convenience, effort, or logistics. Claude: Walk. Gemini: Unless you plan on carrying the car, you should drive. Gemini's a bit snarky there.
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Royalty
Royalty@RoyaltyGameDev·
@ari__pc Oh sweet, and it's free too!
Royalty tweet media
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Ari | Protagonist Complex one
Don’t get me wrong I love marathon, playtested it last year, preordered, and played server slam already. BUT HOW THE FUCK DO I COMPETE WITH BUNGIE/SONY AS A DEV DURING STEAM NEXT FEST? bro my marketing budget is white monster and blue check x account
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Ari | Protagonist Complex one
It’s so cool that I was able to discover a hidden gem like Marathon during Steam Next Fest Shoutout to tiny indie studio Bungie and their boutique publisher Sony for finally getting some much needed visibility 🥰
Ari | Protagonist Complex one tweet media
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Royalty@RoyaltyGameDev·
@GameDevMicah Yes! More BP conversion/optimizations? 😁
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Royalty
Royalty@RoyaltyGameDev·
@GameDevMicah I had this idea, what if we could use Chaos to control ISMs... Success! At runtime it assigns ISM instances to GeometryCollection chunks and moves those instances with the chunk. Next step is scaling this up and applying it to a statue.. then maybe a building?
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Royalty
Royalty@RoyaltyGameDev·
@GameDevMicah There's something to allow geo collections to automatically convert to ISMs when at rest. I'm not sure about ISMs after fracturing.
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Royalty retweetledi
Unreal Engine
Unreal Engine@UnrealEngine·
Kick-start your real-time VFX in Unreal Engine with the new Niagara Examples Pack🚀 50+ VFX systems you can explore, break apart, and adapt to your needs, including explosions, ballistic impacts, sparks, fire, and more. ✨🔥 Out now on @Fab! epic.gm/niagara-samples
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Royalty
Royalty@RoyaltyGameDev·
@GameDevMicah Excellent! Maybe there's something wrong with the meshes I'm using -- are you using any capsules/cylinders? If your meshes all have flat faces that could explain it.
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Royalty
Royalty@RoyaltyGameDev·
I tried to build physics object scattering with Niagara, but Niagara GPU collision gets inaccurate fast. My solution? Build my own check. Write world depth to a Render Target and check each particle against the RT. Upon collision, convert to regular physics for final placement.
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Royalty
Royalty@RoyaltyGameDev·
@JussiKemppainen This game concept looks sick, and I love the tech explanation! Do you prevent the track from looping back on itself, or not worry about that and just regenerate tiles if it loops?
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Royalty
Royalty@RoyaltyGameDev·
@iiioxuuu It's nothing groundbreaking but it does exactly what I need!
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Royalty
Royalty@RoyaltyGameDev·
@iiioxuuu My previous method placed a large stack of objects via PCG then enabled physics on them. This method places objects near the ground, enables physics for a short time, and saves the object when it comes to rest. I can place objects and resolve physics much faster than before.
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Royalty
Royalty@RoyaltyGameDev·
I'm building out the tools I need for level design. Previously scattering around 30,000 meshes using PCG+physics ground my computer to a halt. This new niagara+physics method let me make a mountain from 650,000 physics-scattered meshes! Each color is a layer of ~32768 instances.
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Royalty@RoyaltyGameDev·
@GameDevMicah It might actually be the opposite -- on static meshes you really see the flickering. On moving meshes it might not be so obvious, especially if they're moving fast?
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Royalty
Royalty@RoyaltyGameDev·
@GameDevMicah I got it working with FSAA -- but without using some sort of temporal AA, lumen causes massive light flickering on voxelized meshes. Temporal AA / TSR seems to balance that out.
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