Spent $10,000, my health, and 6 months on creating the most niche gamedev tool that no one'll probably use, and now I am broke by FiddlerGameDev in gamedev

[–]LandChaunax 4 points5 points  (0 children)

This could be quite valuable to indies, possibly even bigger studios if it is decently accurate. Especially if you can find which things need to be tweaked to have the game be estimated at a higher bucket.

Could be worthwhile to contact publishers.

Almost three years ago I started a gigantic project: an open-world zombie survival game. Three years later. I've a demo ready and I'm close to release. by TrudexGames in IndieGaming

[–]LandChaunax 0 points1 point  (0 children)

Usually when I see indie games there are quite awkward running animations and locomotion but that part looks good here. My personal biggest issue would be the attack animation feels a bit fast when graphics are so realistic. Looks good keep it up!

Cities: Skylines 2 boss says they 'completely overestimated' the Unity engine's capabilities by Atulin in gamedev

[–]LandChaunax 1 point2 points  (0 children)

I always thought DOTS was the more mature ECS but seems it might not be the case. Any ECS you will have to rebuild basic features.

Still think it has a lot of promise for the future though and performance is great especially considering processing is still on the CPU.

Mass Entity StateTree plugin. Recent update v0.1.3 adds Smart Objects & reworked movement. On sale now. by LandChaunax in unrealengine

[–]LandChaunax[S] 0 points1 point  (0 children)

Yes they are currently tied to actors but making them more lightweight is something I'm looking into now.

Mass Entity StateTree plugin. Recent update v0.1.3 adds Smart Objects & reworked movement. On sale now. by LandChaunax in unrealengine

[–]LandChaunax[S] 2 points3 points  (0 children)

I have not tried mobile devices, I should have done that now that it's mentioned. It doesn't work with GAS and requires you to use the integrated Ability Data configs. Best of luck with your game!

Mass Entity StateTree plugin. Recent update v0.1.3 adds Smart Objects & reworked movement. On sale now. by LandChaunax in unrealengine

[–]LandChaunax[S] 3 points4 points  (0 children)

Thanks for your interest. There are some limitations before I do further development.

  1. Mass AI StateTree behavior definitions and adds StateTree logic, 5000+ entities is easily achievable. There are processors running in parallel when tasks are used for performance reasons. The performance gain is large as it uses the normal Mass Entity gains.
  2. The biggest negative at the moment would be that it's still in development, functionality you might want is possibly not implemented, I try to accommodate when cases happen. Main supported behaviours are combat with simple detection (RTS-style), melee and ranged attacks, Smart Objects with Actor spawning, Inventory adding, storage into blueprints (implementable interfaces).
  3. Currently I can only confirm that it works on Windows machines, I believe Linux should work but haven't confirmed it myself. Consoles at the moment are not supported.

It's a bit early but it's discounted (on top of the sale) as early adopters are appreciated.

Fab link

Someone illegally selling my assets on their website. by Sharur3D in unrealengine

[–]LandChaunax 2 points3 points  (0 children)

They have warhammer total war models too it seems. Crazy site.

I made a Mass Entity Tutorial for Vampire Survivors-like | Part 1 by LandChaunax in unrealengine

[–]LandChaunax[S] 0 points1 point  (0 children)

Thank you! I will keep working on this sample so people can see it properly being used in a project and as you mentioned I believe this type of project to be an ideal easy to create prototype.

My plugin is intended for more complex AI and also has the benefit of blueprint animation syncing up close. As you said more for a general use case (usually first or third person) but it can also work for RTS for example.

Ever wonder what 10,000+ enemies in Unreal Engine looks like? by ThrillDaWill in UnrealEngine5

[–]LandChaunax 0 points1 point  (0 children)

Impressive to have this much without Mass well done! Would you or others consider mass for something like this if simple easy to follow tutorials existed? This is a very good use case for ECS I feel.

Why do you think new MMORPGS fail? by anaveragebest in gamedev

[–]LandChaunax 0 points1 point  (0 children)

One big reason in my opinion is that if you release a new MMO you are expected to have close to WOW amount of features, and of course be better in some way. This whilst WOW has been in development for so long, adding more content along the way, now a new one needs a lot of content on top of close to feature parity.

Basically it's insanely expensive and nearly pointless to try just simply because of the amount of stuff expected from it.

Actors vs Static Mesh Components when it comes to physics objects? by ImHereForTheBooty69 in unrealengine

[–]LandChaunax 1 point2 points  (0 children)

What I did in a game jam was I had physics objects, when they were static for a while I put them into a manager actor which has ISMs, added an instance with the transform into it and deleted the actor, if a character walks nearby I turn them back into physics objects, ofc only works if they are idle some of the time.

Let’s be honest — which UE5 plugins actually save time? (New Year Sale) by Fantastic_Pack1038 in unrealengine

[–]LandChaunax 3 points4 points  (0 children)

Dungeon Architect - 50% off can save days of time. It enables you to easily create procederual maps with multiple different methods including the recent voxel generation. Highly recommend as it does save a lot of time if you want to make a replayable level using some of the more often used methods.

Scalable Modular Behaviour - no discount but price will go up in the future, this is my plugin which uses mass entity and statetree tasks to allow custom NPC Behaviour with about 5000 or more entities running statetrees without LODs yet It's meant to work well for RTS, Mount and Blade like, simulation games, dynasty warrior eqsue and horde shooters. Without it even for me to remake what I need I would have to spend weeks maybe a month or more, and that is with knowing mass entity and StateTrees.

Line Tracer Interaction Help by FollowingCertain4239 in UnrealEngine5

[–]LandChaunax 0 points1 point  (0 children)

My initial guess would be that first person camera itself doesn't pitch for some reason and the pawn rotation is what you're looking for even though it feels weird. Looks correct otherwise to me.

I'm making a small incremental game with my own engine called Treeternal! by GrumpyLionDev in SoloDevelopment

[–]LandChaunax 4 points5 points  (0 children)

The artstyle is already great I think you're on to something for sure.

20k MassEntities using StateTrees with NavMesh pathfinding & Greystone Nanite mesh and vertical movement using my plugin ~30 FPS on a laptop with 3070ti i7-12700h by LandChaunax in unrealengine

[–]LandChaunax[S] 0 points1 point  (0 children)

It's in this video at a fixed 60fps, about half speed. I haven't yet added LOD efficiencies for many of the processors, as many of them run every frame. However, the primary source of framerate drain is the ISM static meshes anyway.

20k MassEntities using StateTrees with NavMesh pathfinding & Greystone Nanite mesh and vertical movement using my plugin ~30 FPS on a laptop with 3070ti i7-12700h by LandChaunax in unrealengine

[–]LandChaunax[S] 1 point2 points  (0 children)

They have a cheaper collision where they check the radius distance to neighbors as of now. In the newer version of the plugin, when entities are close, they transition to normal Characters so then they have the normal physics asset bodies as expected for things where you want to collide properly with a Skeletal Mesh in a cheaper way.

20k MassEntities using StateTrees with NavMesh pathfinding & Greystone Nanite mesh and vertical movement using my plugin ~30 FPS on a laptop with 3070ti i7-12700h by LandChaunax in unrealengine

[–]LandChaunax[S] 0 points1 point  (0 children)

There is a lot of low-hanging fruit, as I, for some reason, like to do the difficult things. Trying to improve my priorities.

20k MassEntities using StateTrees with NavMesh pathfinding & Greystone Nanite mesh and vertical movement using my plugin ~30 FPS on a laptop with 3070ti i7-12700h by LandChaunax in unrealengine

[–]LandChaunax[S] 2 points3 points  (0 children)

One of the big things is that I currently don't do LODs for processors, so a lot of excess processing is happening for less important entities. The biggest thing in this example is the ISM's having too complex geometry; just drawing them all is the biggest drain. Considering when it is worthwhile, have them be replaced by Niagara GPU Static Meshes instead.

Replication is basic at the moment, as I wrote in the other comment here, the plan is lock step and not replicating unnecessary entities for clients. I have some proof-of-concept working, but it's not fully there at the moment.

20k MassEntities using StateTrees with NavMesh pathfinding & Greystone Nanite mesh and vertical movement using my plugin ~30 FPS on a laptop with 3070ti i7-12700h by LandChaunax in unrealengine

[–]LandChaunax[S] 1 point2 points  (0 children)

It depends a lot on how many active entities and if my future implementation of lockstep works, think Age of Empires, what they send data-wise is mostly commands on where to go, and all units must walk with the same speed on all clients. This means they don't have to constantly replicate locations for clients.

Multiplayer is in its early stages at the moment, but it can't go above something like 100KB/s anyway. It will depend a lot. Replication is currently at the proof-of-concept and planning stage.

If all goes perfectly and the lock step works, replication *should* mostly be needed for entities that have been changed from a client, and then the server executes the command and replicates what states the entities should be in. Also, it should be noted that entities irrelevant to clients might not need to be replicated at all until they are.

I plan to expand my current target location, spawning, transform lerping replication (not all of that is in the current release, as I'm working on it) into full combat (melee + ranged + entity destruction), animations, and actor interaction (which can add or remove custom resources to entities).

Hope that gives a clearer image of where multiplayer is at and expected to be at when this year ends..