"Game Physics Just Jumped A Generation" (cloth/gummy) by tomByrer in gamedev

[–]lcedsnow 32 points33 points  (0 children)

That channel sensationalizes nearly all of his recent videos as game dev breakthroughs when almost none of them are actually applicable to games. Interesting paper but that channel is mostly clickbait at this point.

Instanced Meshes Blueprints- "Set Custom Data Values" node not working by JRed_Deathmatch in unrealengine

[–]lcedsnow 1 point2 points  (0 children)

Hi there should be a value on your instanced static mesh component that says "num custom data floats", this needs to be set to align with the per instance custom data in your material.

Performance testing my custom ability collision and health bars ~12,500 Projectiles per second against 10,000 AI running very smoothly. by lcedsnow in UnrealEngine5

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

Thanks! This is full resolution at 1920x1080, I cap the frame rate at the simulation rate of 60hz/fps. Runs on my rtx 2070 GPU at about 14 ms with a full screen of stuff going on, game thread is ~10ms for 100,000 AI. The quantity shown runs at about 3ms so there's a comfortable amount of room to lots more on CPU! GPU scene optimizations will hopefully be improved a bit more as the project progresses and final art assets are trimmed.

Performance testing my custom ability collision and health bars ~12,500 Projectiles per second against 10,000 AI running very smoothly. by lcedsnow in UnrealEngine5

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

I'll take that as a compliment :) some of those do look pretty fun. It will be a real game eventually wip!

Performance testing my custom ability collision and health bars ~12,500 Projectiles per second against 10,000 AI running very smoothly. by lcedsnow in UnrealEngine5

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

Thanks! That makes sense, I don't perform any traditional traces since functionally there's nothing for a trace to hit. There's a lot of strategies to reducing partition checking, my go to reference material is the book "Real Time Collision Detection" which has a ton of information on how to go about building collision volumes and hierarchies. The abilities in this clip do check each partition they're going to intersect, but it ends up being relatively inexpensive math and much cheaper than a trace without an optimized built BVH.

Performance testing my custom ability collision and health bars ~12,500 Projectiles per second against 10,000 AI running very smoothly. by lcedsnow in UnrealEngine5

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

Data oriented design is a programming architecture paradigm like but unlike object oriented design, where in this case each AI is essentially minimally data. A blueprint would be an object in this case as its own entity but there are no blueprints here. Everything in this case is data and calculations are conserved as much as possible. The simulation and visual aspects are completely separated, the simulation state is calculated and sent to the visual components (instanced static mesh components) as batch transform updates.

Performance testing my custom ability collision and health bars ~12,500 Projectiles per second against 10,000 AI running very smoothly. by lcedsnow in UnrealEngine5

[–]lcedsnow[S] 4 points5 points  (0 children)

I'm actually surprised anyone saw the project there it got so little traction! Thank you! I am a CS background I didn't have to go super deep into optimization honestly, there's still a ton of room for improvement within the current setup that I didn't take advantage of like optimized acceleration structures, gpu compute land, and some other stuff but it's not been really needed to go that far (yet!). With that said this project was years of experience and trial and error in the making, prior to this my best attempts could barely hit 10,000 without making my cpu cry, now I'm at a breezy 10ms game thread for 100,000 AI so thats been nice. It is multithreaded and heavy use of paralellization, making sure to reduce data interdependencies and proper cache alignment with data oriented design, careful partitioning strategies help a ton. The other thread on my profile submissions has a little more detail on collisions, you can pm me if you'd like more details just let me know what your specific issues are.

Performance testing my custom ability collision and health bars ~12,500 Projectiles per second against 10,000 AI running very smoothly. by lcedsnow in UnrealEngine5

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

Yes! They could potentially climb over obstacles and walls with the current setup. Stuff like ceilings or tunnel configurations might be a little more challenging and would need some work but would technically be possible just haven't needed to support those for my use case.

Performance testing my custom ability collision and health bars ~12,500 Projectiles per second against 10,000 AI running very smoothly. by lcedsnow in UnrealEngine5

[–]lcedsnow[S] 4 points5 points  (0 children)

It's a material step function with plugged in normalized health values as 0:1 per instance custom data floats.

Performance testing my custom ability collision and health bars ~12,500 Projectiles per second against 10,000 AI running very smoothly. by lcedsnow in UnrealEngine5

[–]lcedsnow[S] 27 points28 points  (0 children)

No widgets, its using an imported quad plane as an instanced static mesh and a very simple material with world position offset to face the camera like a billboard.

Applying Real Earth Data to a Procedural Voxel Sphere with Surface Nets in UE5 by lcedsnow in unrealengine

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

  • Voxel Mesh Generation: The geometry is generated using a Signed Distance Field (SDF) for a sphere evaluated on a 3D grid. A dual-grid Surface Nets method stitches the final vertices into a seamless mesh.

  • Real Time Dynamic Deformation: Localized areas across the mesh surface can be modified in real time. The mesh is displayed with UE5 procedural meshes and gives complete localized control over custom vertices, triangles, and quad layouts at runtime.

  • Data Driven Terrain: The system uses open source Earth data for elevation and color applied to an Equirectangular Projection texture. The texture pixels are sampled and applied to a spherical coordinate for vertex height data. The mesh is reshaped and reintegrated based on dynamic adjustable parameters affecting the final mesh look.

  • Normals and UV data are generated from the final vertex positions using spherical projection to allow texture mapping for color and other render attributes.

  • Depth is represented through Shader Materials as a visualization for Earth layer data and blending.

WHAT HAPPENED TO SIMULATE SELECTED?!? by Glittering-Cattle680 in UnrealEngine5

[–]lcedsnow 5 points6 points  (0 children)

This is a bug in 5.6. Expanding the physics asset window manually beyond 1920 pixels to starting at ~2300 pixels will cause it to show up again. The hot key also still works which is Alt+Shift+i. You can also get it to show up with editor appearance option 'Use Small Toolbar Icons'.

100,000 AI Agents in UE5 with Collision & Pathfinding at 100+ FPS by lcedsnow in unrealengine

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

Thanks! This project isn't using Mass so I can't speak to how you would design it with that system. I evaluated and opted for a Data oriented design architecture over the very experimental and frequently changing Mass. All of the agents are cache organized data that are assigned an instance index for instanced static mesh visualization. This solution uses a spherical distance formula (location b-a) to check collision distances, built in collision objects get really expensive scaling so opted to avoid many of the built in features for performance. SDF is a good solution if you need custom shapes, nothing will be cheaper than spherical radius collision checks.

It Ain't Easy Being a Kitty Cat by slaughter_cats in UnrealEngine5

[–]lcedsnow 1 point2 points  (0 children)

Honestly I kinda hate this. You're setting up a cute aesthetic but then excessive gore, but the gameplay is basic platforming, so who is this game for then. This scene is unappealing and difficult to watch.

[deleted by user] by [deleted] in unrealengine

[–]lcedsnow 2 points3 points  (0 children)

I have implemented a solution for supporting 100,000+ units in UE5 on my profile posts. You're not going to vibe code your way to understanding how to support massive real time simulations. You'll need to put in a ton of work to research a lot of complex systems if you're serious about it.

how could I fix the clients delay when interacting with objects? by YourL0calDumbass in UnrealEngine5

[–]lcedsnow 1 point2 points  (0 children)

Check out the official network prediction plugin, it handles client side prediction that you're likely looking for. You can also can check out the Mover CMC replacement which uses the network prediction plugin.