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Showing posts with the label Game Engine

Media Project Week - 10

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        Final Work on PCGs PCG and Ray Hit Queries: A Perfect Match Procedural Content Generation (PCG): PCG is a method used in game development to automatically create data algorithmically rather than manually. This can include anything from terrain and landscapes to quests and entire game worlds. Ray Hit Queries: Ray hit queries are used in game development to detect what a ray intersects in a game world. This can be useful for many things, including detecting where objects should be placed in a procedurally generated environment. Combining these two powerful techniques allowed me to generate an island landscape in chunks and precisely control where objects, such as trees and buildings, would be placed. Creating the Infinite Landscape 1. Generating Chunks: To manage large terrains efficiently, I divided the terrain into chunks. Each chunk was generated separately, allowing for efficient loading and unloading as the player navigated the world. This chunk-based a...

Media Project Week - 9

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       Buildings with PCG Experimenting Building with PCG with a Different Project: Recently, I discovered an incredible video that has significantly enhanced my approach to building assembly in game development. The video, "Quickly and Easily Assemble Modular Buildings With PCG," offers practical insights into using Procedural Content Generation (PCG) to streamline the process. The video immediately caught my attention with its promise of efficiency and customization. I've often found asset packs lacking in essential details like windows, doors, and exterior props. This video provides a brilliant solution for integrating these elements seamlessly. Key Techniques Automating Placement: The use of PCG to automate the placement of building components is a game-changer. It drastically reduces the time spent on repetitive tasks. Seamless Merging: One standout technique is how the method prevents overlapping pieces, ensuring that the final assembly is clean and polished....

Media Project Week - 8

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       Limitless Landscape with PCG This week was mainly solving the problem I was having with Landscape Texture and accomplishing PCG with the Terrains. Landscape Material working with two textures: One for Base and the Other for Slope Slope Texture Base Texture The problem was trying to improve line problems in triangles and vertices because that which was causing an issue with how the texture was being represented and that was the reason why it was showing black patches all over individual chunks. Then the other issue I tackled was how I need to implement Procedural Content Generation last week I learned how to implement it on Landscape but here it was totally different as the terrain I am generation it's not considered as Landscape in Unreal Engine. That's why I need to search a way how we can use PCG queries on this type of terrain. Searching through Discord forums which was created by Fetis, who I followed to learn about this Infinite Terrain Generation. After ...

Media Project Week - 6 and 7

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      Problems in Infinite Terrain Generation and Learning PCG (Procedural Content Generation) For week 6, I was trying to fix an issue with auto-material where I was trying to remove the grid lines from the terrain and find the root cause of why the terrain was not working with the blueprint system. Been trying to change things here and there but it's hard to figure out where things went wrong.  the Regarding the blueprints, I am currently having issues with my Texture of the terrain, so it could be clearer what is going wrong with the designs. Procedural Content Generation I'm diving into the capabilities of Procedural Content Generation (PCG) using Unreal Engine 5 (UE5). Inspired by the comprehensive tutorial video by Unreal Sensei, I'm eager to explore how various tools and features in UE5 contribute to creating expansive, dynamic open worlds. Key Tools and Features in UE5: Landmass Plugin: The Landmass plugin is pivotal for terrain generation, offering intuitive...

Unreal Engine 5.4

 Unreal Engine 5.4 Updates and Features Procedural Animation:  This allows you to create animations that are automatically generated based on rules or code, perfect for adding life and variety to your BLOC scenes without needing to hand-animate everything. Imagine procedurally generated foliage swaying in the wind or flocks of birds taking flight. Modifier System:  This system lets you non-destructively manipulate existing assets, giving you more flexibility when creating BLOC components. Think of adding wear and tear to buildings or dynamically adjusting the size of objects based on gameplay mechanics. Improvement in 2D and 3D Graphics:  With these enhancements, you can create visually stunning BLOC experiences. This includes options for richer textures, more detailed models, and improved lighting effects, all contributing to a more immersive atmosphere. Blendspace for Moving Animation & Motion Matching for Bipedal Characters:  These features streamline the...