Search found 148 matches
- Sun Jan 17, 2021 5:22 pm
- Forum: General IceBlink Project Discussions
- Topic: Unreal Engine Side Project: Pt0
- Replies: 38
- Views: 36065
Re: Unreal Engine Side Project: Pt0
A HISMSpawner (on foreach sublevel) has three random streams set up (x,y,z) which are seeded with x,y and z grid positions of this sublevel in the surperstructure respectively (ranging from 0 to 200.000.000). We need three streams because of the int size limit and the size of the superstructure. The...
- Sat Jan 16, 2021 5:12 pm
- Forum: General IceBlink Project Discussions
- Topic: Unreal Engine Side Project: Pt0
- Replies: 38
- Views: 36065
Re: Unreal Engine Side Project: Pt0
Video up now, had forgtotten actually publish it .
- Sat Jan 16, 2021 4:12 pm
- Forum: General IceBlink Project Discussions
- Topic: Unreal Engine Side Project: Pt0
- Replies: 38
- Views: 36065
Re: Unreal Engine Side Project: Pt0
Yep, the fun is about to begin indeed :D ! I will need your math skills for geometries in sublevels later on, so get ready for my stupid questions :lol: . When a few basic geometries work, I will add a first enemy type (I got a little UFO from a unreal marketplaceplace AI apackage running already). ...
- Sat Jan 16, 2021 3:22 pm
- Forum: IceBlink Engine
- Topic: Preparation before heading into the wilds
- Replies: 30
- Views: 29137
Re: Preparation before heading into the wilds
I am even later , - a hearty welcome, cartons!
I am a bit out of the IB loop these days (see current Unreal Enigne project), but return I will . This work is not done yet, harf!
I am a bit out of the IB loop these days (see current Unreal Enigne project), but return I will . This work is not done yet, harf!
- Sat Jan 16, 2021 2:47 pm
- Forum: General IceBlink Project Discussions
- Topic: Unreal Engine Side Project: Pt0
- Replies: 38
- Views: 36065
Re: Unreal Engine Side Project: Pt0
Streaming pause down to 8 to 12 seconds, every 10 minutes of gameplay (or so :lol: ). This is not classic level loading, but just streaming in more stuff in far distance, updating shadows more nearby and forgetting stuff in the opposite far distance. Load game time for inital spawn is about 25 secs....
- Sat Jan 16, 2021 2:23 pm
- Forum: General IceBlink Project Discussions
- Topic: Slowdive's Little Daily Blog
- Replies: 337
- Views: 186929
Re: Slowdive's Little Daily Blog
That is a great idea ! It brings you best of both worlds - fun with your kids and quality programming time. Also, I dont think there are many kid friendly rpgs, let alone toolsets.
- Tue Jan 12, 2021 10:14 pm
- Forum: General IceBlink Project Discussions
- Topic: Unreal Engine Side Project: Pt0
- Replies: 38
- Views: 36065
Re: Unreal Engine Side Project: Pt0
I am giving up on smooth streaming for now, there will be a 10 to 20 sec loading pause once in a while while streamig in a new part of the world.
Still, lots of progress made on world generation :
https://youtu.be/ZNjtcsCU_Us
Still, lots of progress made on world generation :
https://youtu.be/ZNjtcsCU_Us
- Sat Jan 09, 2021 10:03 am
- Forum: General IceBlink Project Discussions
- Topic: Unreal Engine Side Project: Pt0
- Replies: 38
- Views: 36065
Re: Unreal Engine Side Project: Pt0
Do "set TickEnabled" to false on the HISMSpawenr in question after construcion index has reached its limit to save overhead.
- Sat Jan 09, 2021 9:51 am
- Forum: General IceBlink Project Discussions
- Topic: Unreal Engine Side Project: Pt0
- Replies: 38
- Views: 36065
Re: Unreal Engine Side Project: Pt0
Note to self: Each HISMSpawner (72 in worst case for field with radius 4) will spawn its content (HISM or true actor) one piece per tickevent of the correspondent HISMSpawner. An index on the HISMSpawner will remember the position reached last tick (construction progress index). With 5 meter/s max s...
- Tue Jan 05, 2021 5:31 pm
- Forum: General IceBlink Project Discussions
- Topic: Unreal Engine Side Project: Pt0
- Replies: 38
- Views: 36065
Re: Unreal Engine Side Project: Pt0
Another one to try: place the destruction logic into actor itself, measuring its distance to centrr and sekf destruct (if that is possible at all) based on distance Crazy thought: What if actors would procdurally spawn their neighbours? A running cascade of self replicating actors reading spawn inst...