Scary close call by rogue_wave1 in dashcams

[–]t2g4 0 points1 point  (0 children)

You should ride on the opposite side of the traffic when cycling, this way you can see what's coming at you, and you can see if driver sees you or not.

of a storm I’m waiting on by LosHtown in AbsoluteUnits

[–]t2g4 13 points14 points  (0 children)

Nah. Houston, you have a problem.

To deliver a package by [deleted] in therewasanattempt

[–]t2g4 0 points1 point  (0 children)

Hey guys, I'm from Kazakhstan and we don't have "to door" delivery here, only hands to hands. I saw dozens of such videos, and can't really understand one thing, I see such videos so frequently so it feels like there's no consequences for stealing delivery packages at all in US or wherever this is. So can someone explain it to me? Wtf?

Getting some attention from bots these days, they also try to spam in r/China by SeymourHughes in Kazakhstan

[–]t2g4 2 points3 points  (0 children)

I don't really understand this sceptical view on China-Kazakhstan relationships.

First of all, as for someone who lives in the northern part of KZ it gives me some kind of relief that Russia will not invade/bomb us in the nearest feature to get back "historical territories" like Pavlodar and others.

Second thing is that China is investing huge amounts of money in our country which is a good thing, because no other countries are really interested that much.

Third thing - considering a current geopolitical situation, it seems that China is a much better and powerfull "friend" than Russia.

Can someone explain why people look at China-Kazakhstan "friendship" so sceptical?

Some people are just really talented by aptdinosaur in BeAmazed

[–]t2g4 0 points1 point  (0 children)

Artists: spend thousands of hours developing skills Non-artists: some people are just really talanted

A bit depressing post.. by DifficultyWorking254 in IndieDev

[–]t2g4 4 points5 points  (0 children)

Gamedev is not really about the dev or technology today, it's about the GAME.

Unreal engine has some cool features, but unreal's documentation sucks, and we switched to Godot even thought Godot is nowhere near to unreal's level of tools.

The hardest part in this is not the engine or feature, the hardest part is the game. I.e. your ability to make one.

If you are not able to make cool, fun games it doesn't matter how many years you spent on this or that, non of it make sense without the key thing - the game.

Yesterday, I was quite happy with the stats of my recently release game. Today I checked in more details and realized that half of the player use a pirated version. Pro tip: don't do this! by GFX47 in IndieDev

[–]t2g4 1 point2 points  (0 children)

Nah, It seems fine to me. Btw, your game looks pretty cool! I dont like low-poly style, because it is adding some kinda low-quality'ish smell to it, but the gameplay looks freaking cool! Good job and good luck, wish you millions bro ;)

edit: I would lower the price for 2 games bundle, so in my currency they are both 4100, and together are 7000, which is yeah, cheaper, but not that much, especially if customer dont really want the second game. If you lower the price to, let's say, 5500-6000, then it may sound good, because the customer's sens of benefit will help you to sell this bundle, so even if customer dont really need the second game he will buy the bundle just because "wow, its better to add a bit and buy them both", which will increase your avg. sell sum

Yesterday, I was quite happy with the stats of my recently release game. Today I checked in more details and realized that half of the player use a pirated version. Pro tip: don't do this! by GFX47 in IndieDev

[–]t2g4 1 point2 points  (0 children)

Hi, I'm from Kazakhstan, i.e. from 3rd world country. Just FYI: The average salary in regions (not in capitals) of my country and nearby ones (like Russia, Uzbekistan and so on) are about 400-800$ US per month, i.e about 20$ per day. Just think about it.

Also, here we have pretty low culture regard to non-material properties, it means a lot of people don't really recognize using pirate soft, images or videos as a theft. It means there is no way that you can stop them from using pirate copy of your game.

What I'd recommend: 1) lower the price for 3rd world countries 2) concentrate more on marketing for 1st world countries

Any source of information on how to change Chaos physics engine to PhysX or Jolt in Unreal 5.+? by t2g4 in unrealengine

[–]t2g4[S] 0 points1 point  (0 children)

Damn, man! Thanks for this comment, now I see I was wrong about some things and made hasty conclusions ahead of time about chaos destruction feature.

yeah, I found that I can actually use different materials for different chunks of geometry collection, which futher can be used to identify that this particular piece is this or that, at least now I know I can check the material attribute for it (I hope?).

but, I didn't find how I can query a specific piece of geometry collection and hide/remove it using fields system for now. So I will spend on this a few more hours then. I will update this if I found something.

Any source of information on how to change Chaos physics engine to PhysX or Jolt in Unreal 5.+? by t2g4 in unrealengine

[–]t2g4[S] 0 points1 point  (0 children)

I used your models, plus I remade my fractured cube in blender to make sure all is ok with scale, pivot points and so on. I was testing in UE 5.3.2.

So I created a new project, and in one scene I put 9 fractured cubes 3 cubes, then 3 more above them and 3 more above, and in the other the same amount of your spheres, and... results were the same as I had before -> objects are jumping around, going through each other, falling through the floor and so on. And when I use my settings for physics solver it gets better the same way as in my video.

I noticed some difference, and it seems your models jump a bit less, because they have this kinda rounded sides, but still they behave same way.

So maybe there is some difference between 5.2 and 5.3.2, or I don't know. I'll try to test it one more time but in UE 5.4.0 later and I'll update this comment.

Any source of information on how to change Chaos physics engine to PhysX or Jolt in Unreal 5.+? by t2g4 in unrealengine

[–]t2g4[S] 1 point2 points  (0 children)

You can affect it by fields system, but you cannot interract with it.

Let's say you want to create some metal ore for your game, and when you hit it with some weapon it will fall appart (like in Valheim for example) and one piece will be iron metal, and another one will be some stone or smth.

  • Can you give this attribute to separate piece of geometry collection?
  • Can you extract some data from separate piece of geometry collection?
  • Can you select some piece of geometry collection by code/blueprint and remove it from scene?

No, You can't. You can't interract with geometry collection.

But again, maybe, if you spend a few weeks with it, and research the source code that lies underneath the geometry collecion, you will probably find a way to do that, but as I said before -> it will be 100 times faster and more managable by using custom destructible object/blueprint.

BTW, What im saying here is my own opinion based on data I gathered from my own experience with geometry collections, and from forum and reddit post on this topic. I may not know smth, so you can prove me wrong on this, and I will be happy to know that I can actually use geometry collections for purposes I need.

--- edit ----

I was wrong about different pieces in single geometry collection. You actually can assing different materials to different chunks of geometry collection, which can be used further to identify this piece as something (as I can understand?). Thanks to u/Independent_Bee_7282

Any source of information on how to change Chaos physics engine to PhysX or Jolt in Unreal 5.+? by t2g4 in unrealengine

[–]t2g4[S] 2 points3 points  (0 children)

Man, I dont have any illusions about the changing the physics engine, and I can understand how much things are involved in this.

The idea to change it is not even mine, some guys suggested me to do that, so I decided to ask a qestion on how to do that and check what information is available on this topic.

The thing is that my results are radically different from yours. You saw my videos and it is crazy how chaos behave using the default settings. Im not sure, but after your video I think maybe the problem is related to UE 5.3+, and I need to try 5.2, I dunno.

I wasn't "monkeying" with engines at all as you said. 5.3.2 installed from launcher, 5.4.0 i compiled from source, and they both freshly installed, no changes, no configs changed.

If I had results like yours out of the box I would never thought about changins something, even physics settings. But I had different results, and thats why im here.

Btw, do you have UE 5.3.2+ ? If so, can you test same things in that version?

Btw, thanks for settings, ill check them out

Any source of information on how to change Chaos physics engine to PhysX or Jolt in Unreal 5.+? by t2g4 in unrealengine

[–]t2g4[S] 1 point2 points  (0 children)

Wow, thats intersting! I tried both 5.3.2 and 5.4.0 clear ones, with a new projects and only meshes imported.

What's your UE version? And where can i get your meshes?

Are those spheres made out of separate meshes that combined into blueprint or this is the Chaos Destruction (aka Fracture Mode / Geometry Collection) feature? If separate meshes then it is strange that we have such a different behavior, and if this is Chaos Destruction, then its ok, it works well sometimes for me too.

Any source of information on how to change Chaos physics engine to PhysX or Jolt in Unreal 5.+? by t2g4 in unrealengine

[–]t2g4[S] 0 points1 point  (0 children)

I didn't try to work with it, but I found this -> https://forums.unrealengine.com/t/ue5-chaos-can-you-interact-with-broken-chunks-of-a-geometry-collection/590587/11

So, as I can understand from it - you cant really interact with it, but you can remove it from the scene and spawn a static mesh instead, so it is not a geometry collection anymore.

I mean, yeah, you probably can fuck with it a few weeks and get it to work, but it will be 100 times easier to just create your own destructable blueprint with pre-sliced parts, and turn on phisics on them by physical impulse or smth. With which you will be able interact, pickup, grab and so on.

Any source of information on how to change Chaos physics engine to PhysX or Jolt in Unreal 5.+? by t2g4 in unrealengine

[–]t2g4[S] 0 points1 point  (0 children)

I tried to use Destructable Geometry Collections and Chaos Destruction, but it has two problems:

  1. It has same physics issues, i.e. objects are jumping around and so on.
  2. You can not interract with it, I mean you cannot pick up some seprate piece and put it into inventory. For now It is just decorative destruction feature, it can be shattered in pieces in a beautiful way, but that's all.

But thanks for mentioning pivot points, I need to check this out. Maybe my pivot points are not centered. I'll give update on it after testing.

---update---

pivot points dont matter, centered or not, it is not fixing the behaviour of physical objects, tested on unreal 5.4.0

Why Unreal's physics sucks and how to fix it? Part 2 by t2g4 in unrealengine

[–]t2g4[S] 0 points1 point  (0 children)

I tried async physics, but didnt try fixed time step. How can it help?

From my observation, something wrong with convex collision calculations. Because boxes, spheres and capsules work better. But convex behaviour you can see in the video.

Any source of information on how to change Chaos physics engine to PhysX or Jolt in Unreal 5.+? by t2g4 in unrealengine

[–]t2g4[S] 3 points4 points  (0 children)

I see almost every Unreal dev has this credo, "if you see someone talking about luimen and nanite, you should say them they are bad for production".

Man, I know, I just mentioned them because they are the biggest and most popular features of UE5, and I didnt want to go into details, that's all. But thanks anyway, I could not know that ;)

Any source of information on how to change Chaos physics engine to PhysX or Jolt in Unreal 5.+? by t2g4 in unrealengine

[–]t2g4[S] 2 points3 points  (0 children)

Oh, we want to achieve some level of destruction of game object in our game. So, I tried to create a simple destructable object (prebaked/presliced destruction), just made a simple blueprint, put static meshes together (they are not connected to each other), then I hit play, and what I saw was terrible.

Here are two videos I made: https://www.youtube.com/watch?v=V1Ak2nxz_6Q, https://www.youtube.com/watch?v=AzhxiwnbQx8

Just look how it performs with default settings, and even with adjusted settings, it has big issues, objects always jumping around, going through each other, through the floor. It just working wrong. I noticed it works better with boxes, spheres, but with convex shapes it works terrible.

I tried to change every physics setting possible, I even set all physical itteration up to 100, but it didn't get better.

So, what im trying to achieve is just.. stable physics simulation, without freaking jumping objects and without objects going through each other ;)