Unreal Engine Side Project: Pt0

Discuss anything in general about the IceBlink Engine + Toolset project (or anything else) here.
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youngneil1
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Re: Unreal Engine Side Project: Pt0

Post by youngneil1 »

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.

There is a toal of 1311 sublevels (1km*1km*1km) visible at any time on screen. They are sorted in a big cube pattern of 11x11x11 chunks (11km * 11 *km * 11km), with the player always at the middle of the bigcube (after streaming and level shifting). View range is therefore 5.5 km in every direction, including up and down.

The 11km*11km*11km big cube is itself on a tiny fraction of the whole game world, which consists actually of about 10.000*10.000*2 = 200 Mio. of these big cubes. The position of each sublevel in this superstructure is used for filling it procedurally (seed based) with content.

Each sublevel (1*1*1) holds 512 actors (which is quite sparse, so many actors will be scaled rather big for floors, high walls and connections to neighbouring sublevels).

Full shadow detail in about 2.0 km around player. Afterwards HISM instead of full actors (exchanged with full actors during streaming).

Frame rate at 1440p is between 50 to 70 FPS on an AMD 3900 with a 3080 RTX card, raytracing all on (inlcuding GI, Shadows, Reflections and AO, just without transluceny).

This is the framework in which I will now try to hammer more details in, let's see :D ...
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slowdive
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Re: Unreal Engine Side Project: Pt0

Post by slowdive »

That's a great FPS for the number of actors and full raytracing. Now the fun begins, right? :D Bring on the star destroyers.
youngneil1
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Re: Unreal Engine Side Project: Pt0

Post by youngneil1 »

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). This will increase fun again, for sure :mrgreen: .

This video here is a bit longer and explains inter alia where the project might be headed when it comes to multiplayer:

https://youtu.be/9a5zhA5QsAA
youngneil1
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Re: Unreal Engine Side Project: Pt0

Post by youngneil1 »

Video up now, had forgtotten actually publish it :oops: :lol: .
youngneil1
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Re: Unreal Engine Side Project: Pt0

Post by youngneil1 »

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.

These streams are reset when the HISMSpawner spawns its content anew, ie exchanges HSIM against actors and vice versa (or is destroyed and recreated, but this happens anyway then). Combined random rolls against all the three used for determinig each state: like eg draw 0 to 33 from x,y, z stream respectively, add togetther and compare with the required roll height for determining state.

In order to have sublevels form a greater, cohesive whole each level (20x20x20 sublevels) will get its own stream, seeded with the combined level gridx,y of the level in the superstruture (ranging from 1 to 10.000 for x,y; forming a unique seed number like 99989997 for x9998 and y9997.

As the player will see from level to level, we will need to have 9 streams for levels (cube around player) active all the time. The 9 streams get stored on player character for now. Once the player enters a new level, the group of stroed seeds will be updated (some added new, some forgotten).

The level seeds are used to generate region information in the respective level, which will group clusters of sublevels and have them have a fitting type and spatial position to form landscape elements than span more than one sublevel, like mabe a 4.000m high mountain range. The sublevel connection will also defined for the level.

The outermost sublevels of each level are special case sublevels as they need to to have a good chance to allow a transition to the outer most sublevels of the respective neighbouring level.

There will also be loot and spawn enemy tables that are influenced by the danger level of a sublevel (which depends on distance to centr of the superstructure). Same goes for environmental hazards (like maybe gas clouds, energy draining fields, movement slowing fields, low visisbilty fields, only 2 or even 1 sun level, etc.).

Seals can be used to block ways to loot (with keys to open seals being carried eg by special enemies). Seals will also block level to level transition, requiring to find at least one specific key in the level to progress out of it.

Btw, I wonder if we could have some kind of abstract weather, using particle effects.
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slowdive
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Re: Unreal Engine Side Project: Pt0

Post by slowdive »

latest video is great with all the mirroring and the streaming in new content is not too long. Maybe having a message of "Loading..." with some spinner or slowly adding more periods after "Loading....." will let the user know that the game hasn't froze. The multiplayer features and trading/selling paths sound like fun too... a whole year to make it to the center, wow :lol:
youngneil1
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Re: Unreal Engine Side Project: Pt0

Post by youngneil1 »

Hey dear IBlers,

I have dropped out again for much too long. I am very sorry for that. I always feel a bit of guilt when looking at the forum because I have yet not closed this cycle (as in led IB to a point where I think it will be able to float on its own). I know this is unwarranted and you guys are really great and releaxed, so I am just silly (but cannot help it from time to time :oops: ).

I have not the mental capacity and time in real life to support two game development projects at the same time unfortunately. And right now I am more into the Unreal project here. But then again this can change - and also both projects are very different in nature (and reflect my different preferences when it comes to games). The difference between the projects in a good thing because the Pt0 (Unreal) is in no way a replacement for IB. It just scratches a different itch for me.

So, how is Pt0 doing? At least I was not lazy in this regard. To be realistic it will be hard to push through with this over-the-top idea, so in all likelyhood this is more a training ground for me when it comes to learning the Unreal Engine (and generally improving in game design, which at the very end might feed even back to IB as diffent as it is).

Enough words, time for pictures :) :

Part 1
https://www.youtube.com/watch?v=rYLnF6iAkVw

Part 2
https://www.youtube.com/watch?v=G-YLYxlDCec
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Dorateen
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Re: Unreal Engine Side Project: Pt0

Post by Dorateen »

Those look like some neat effects, youngneil1
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slowdive
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Re: Unreal Engine Side Project: Pt0

Post by slowdive »

Loving the atmosphere! The music and sound effects really add a lot to the overall feel of the dark and eerie world... and the rain too! I like the thrown blocks adding stepping stones to walls in order to move around the procedurally generated world when needed. I also like the "built-in" UI elements of health and flying timer. The critters are scary and creepy, but cool too. I thought the sound effect was great for the laser like projectiles. Was a cool 80s/90s gaming type sound effect. You do a great job narrating the videos and it is great to hear your voice :D
Pongo
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Re: Unreal Engine Side Project: Pt0

Post by Pongo »

Impressive stuff! Interesting aesthetics as well - the spider robot things are nicely done. Look forward to seeing where you take it.
youngneil1
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Re: Unreal Engine Side Project: Pt0

Post by youngneil1 »

Hey, Phil, good to read you! Yeah, I wonder, too, where it will take take me :lol: . It is fun while working on it and I learn a lot of new stuff (big question is though whether I learn faster than I forget, which I doubt :roll: ).
youngneil1
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Re: Unreal Engine Side Project: Pt0

Post by youngneil1 »

So, very slomo here.

I am currently trying to learn the animations system of Unreal a bit better (this will be direly needed for eg implementing hit feedback for enemies hit by shots). Furthermore, I have integrated a new plugin that allows for basic dialogue and onscreen object descriptions.

The later ties into my current vision where Pt0 actually might take place (besides just being a very large, very abstract space). Last shower idea was that the player(s) explores a dead/malfunctioning AI chip (via neuronal interface, very likely getting trapped inside the AI chip, eventually with other players in the same situation, too; might be a volunteer program with a sinister background or something even more evil). The AI has either not developed full conscience yet or maybe lost its marbles, but either way there are fragments of what it once was or intended to become already/still present. This could could be material fed to the AI with which it was supposed to develop its personality and knowledge about the real world. Or it is one step further and the player encounters the dreams of the AI created while forming/losing its conscience.

These fragments manifest themselves via objects with text descriptions as well as NPC with dialogue inside this abstract space (which I like to call The Abstrabyss). Thing with these objects and NPC is that they are not fully formed. They, too, look like the abtract shapes around them (an old, crooked tree might just be a white pillar, an air ship a large gray plane, a beggar a moving black cube, etc.). But the texts describing them as well as their dialogue are much more tangible and are in stark contrast to what is seen on screen. I hope that this creates an eery disconnect, especially as the NPC will (mostly^^) not be awere of their true state, acting in the context of the described surroundings and under the impression to be real persons. These NPC/scenarios might be a wild mix of times and places. Wonder if this will work out and where it will lead...
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slowdive
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Re: Unreal Engine Side Project: Pt0

Post by slowdive »

The setting idea sounds great so far. When you have a playable multiplayer version ready, we should run through it together :D

Have you played "Grounded" by Obsidian (it uses Unreal too)? We should really try and put an IB group together to run some sessions in the "backyard". It is still in early release and I think you can buy it through Steam or Microsoft store or play for free if you have Xbox Game Pass for PC.
youngneil1
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Re: Unreal Engine Side Project: Pt0

Post by youngneil1 »

Ha, multiplayer is far away (if ever, also it would likely be a "meet in the hub", "exchange paths to points of interest in the Abstrabyss via auction house" and maybe even "decorate little piece of real estate around a central square with trophies from your journeys" type of multiplayer rather than exploring the Abstrabyss itself together). But yes, it would be awesome to share that experience as early as possible.

I have not tried "Grounded" so far, but it looks intruiging. Having a gaming group set up with our regulars here is a fantastic idea - count me in :). Of course, finding a fitting time slot will be a challenge across time zones and with scoial/job responsibilities looming on the left and right, but it's worth a shot for sure :) .
youngneil1
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Re: Unreal Engine Side Project: Pt0

Post by youngneil1 »

Another good coop game would actually be Valheim. It has a great dark/nordish fantasy vibe to it and is exploration heavy. I played it like for 2 hours singe player a few weeks ago and quite liked. For long term motivation though it is clearly build around the idea of a group of friends playing together :) .
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slowdive
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Re: Unreal Engine Side Project: Pt0

Post by slowdive »

youngneil1 wrote: Wed May 26, 2021 9:48 am Having a gaming group set up with our regulars here is a fantastic idea - count me in :). Of course, finding a fitting time slot will be a challenge across time zones and with scoial/job responsibilities looming on the left and right, but it's worth a shot for sure :) .
I'm pretty flexible with schedule so whatever works best for others. I can propose a few time slots and see if any work for others. I haven't heard of Valheim so I'll need to check that out.
Pongo
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Re: Unreal Engine Side Project: Pt0

Post by Pongo »

Hey good idea! I'm a bit unreliable at the minute due to the young kids, but I'd be up for giving it a go. Haven't played either of those games.
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slowdive
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Re: Unreal Engine Side Project: Pt0

Post by slowdive »

I would suggest we try for a one hour period and players can come and go during that time as needed. Grounded (by Obsidian) works well for dropping in and out. It is pre-release so may be buggy other than the intentional bugs in the backyard. My xbox tag is SlowdiveFan. You can sign up for $1 for one month of Xbox game pass for PC and try our Grounded.

I'll propose any of the following times:

All times in UTC (-07:00 AZ time)
Saturday or Sunday 14:00 (07:00 AZ time)
Saturday or Sunday 16:00 (09:00 AZ time)
Saturday or Sunday 20:00 (13:00 AZ time)
Saturday or Sunday 22:00 (15:00 AZ time)

Whatever time works best for most, I'll be in game during that time and if you are able, drop in.
Pongo
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Re: Unreal Engine Side Project: Pt0

Post by Pongo »

Saturday 26th at 22.00 would be good for me, kids should be asleep and my wife is away! So that should be perfect.

Could probably make other times as well if they're better for others.
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