Destruction TD here - these are already great results, but currently especially those large bits of wall, when destroyed, kinda just disappear into thin air. If you haven’t already, pre-fracture some medium-size bits of broken wall, and then spawn them in the according position with outward velocity from the impact points (and torque !), and simulate them as rigidbodies (disabling collision with the destroyed wall briefly after spawning would probably be good). Even just 3 or 5 of these would add a lot to the impact and feel of the effect, as the debris of the destruction caused is then actually present in the level (and could potentially cascade destruction further).
Fantastic idea- I actually discussed doing something like that during one of my streams, but that was before I added the niagara wood shatter effect and at the time I felt like that was a 'good enough' solution, it definitely does look like it'll need more of the touchups that you mentioned (breaking up actual meshes of the wall and getting them all over the place), most likely will look into doing that once I start working on the Drug Condo level.
If the destruction only happens on the lower side of the wall, you could use half of the texture or one side and the other side would use the other The upper half would just default to undamaged state. Alternatively you can use half of the texture for one side and have the texture be stretched. Or you could combine both and have the upper 25% be always undamaged so it doesn't look too stretched
For the drug level you should create little breakable drug bags on top of tables and other objects. If the player destroys them there is a big powdery puff of (drug substance) and when the player moves through it, they get a buff or debuff. For example: Weed will make your vision a little red and slow player movement speed / reload + melee speed. Coke will do the opposite and increase speed but lower accuracy. I think this could be a cool level specific mechanic.
instead of having all of the detail in a 1024x1024 render target, you could lower it to 256x256 or 512x512, soften and lower the resolution of the bullet hole textures and instead add the edge detail of the hole back in with noise textures. this along with Ryhons suggestion of splitting the texture horizontally should allow you to place way more breakable walls
Hey for the studs couldn't you make them into a pair of actual models representing the top and bottom halves of the broken stud and then position them above and below the hole in the wall? That way they could have actual thickness and detail without needing to do any funky UV stuff.
@@FirstCrimson If you wanted a super accurate collider the only thing I can think of is using an edge detection algorithm on your render target feed all the points into a convexise algorithm that either makes a mesh collider or a small series of convex objects to make colliders of. The issue I would see is one. Its complicated. and two idk how fast you could get that kind of algorithm to run for a real-time game. You could potentially spread the calculations over 2-3 frames or limit it to it refreshing the collider every 3 or so frames. depending on if it causes hitching or not. The reason I think the update could suffice not being instant is the chance that anyone could notice. .05 seconds to update the collider over 3 frames and I doubt anyone would notice. Its near instant and would be much less resources. I suggest looking up a multithreading blueprint extension on the market place thats real cheap. I had tons of fun using it to generate voxel worlds at super speed. leaving the game thread to run smooth. Its super easy to use and you could offload the entire calculation to an entirely different thread away from game resources considering most peoples computers have MANY threads that go unused with todays single threaded games. Unreal has some threading but its still not good at pinning multiple cores on a users system at all. Hope this helps.
Would you be able to set the secondary UVs for the other side of the wall on a separate UV channel? So each side has it's own separate UVs without sacrificed textile space?
What if there was fog vision, so you don't run around shooting everyone through walls because you can see them. Could be a togglable option for harder difficulties tho.
Looks really cool! Just an aside, I’m in the architecture industry and metal studs are considerably weaker than wooden ones, but not sure if most players would know that, so that may not mean anything.
Wut. Does not compute. How is a metal stud (which would be steel, presumably) weaker than wood? That sounds so counterintuitive! Like wood is *lighter* than metal (in most cases), sure, and that's an important property, but weaker sounds just... Wrong. I'm a programmer though. WTF do I know about structural integrity xD
@@brandondavis230 Wow, the relatively low amount of structural integrity of houses in the US and such continues to surprise me, when pretty much every building where I live is usually constructed entirely out of concrete columns and brick-and-mortar walls.
@@anirvana metal studs are only used when there is a larger substructure like a metal frame or concrete frame like you're talking about. That's why they can get away with using the metal studs. In houses they use wooden studs since those are the ones that hold the house up too. In commercial buildings that would use metal studs the only thing they need to hold up is the drywall on them.
Hi, i have purchased ur game few hours ago and i absolutely loved it . I have suggestion for game that's: please add health bar for melee damage in the game . I know 1-3 Vest/Health is to make the game intense but loosing a vest on a melee hit is also kinda illogical/annoying so please consider my request. Thank you and keep it up.
I've written my own engine from scratch in the past and I'm now using UE. I'm trying to understand what you mean when you say you'd have to use 512x512 if the two sides of the wall had their own bullet holes. I heard you say "render target". So you're dynamically rendering the walls (or at least the holes) after each shot? But why the smaller texture size? Do you have a budget for GPU memory? Is it performance? If you're using render targets, how do you deal with multiple walls being destroyed? Aren't you gonna run out of memory or does it re-render them as needed? If you had limited number of holes (say under 8), you can do it dynamically and have both sides be different with no loss of resolution. This could be an option for the first N smaller holes per wall. The rest could be done the way you're doing now. No one is really gonna say anything that the larger holes are identical. But could be a neat effect for the first few shots to have different holes on each side. Not sure I'd want to do this in a blueprint though. I don't have experience with decals, but I'm wondering if that would work. Transparent areas are usually not applied, but you could use a separate color or channel and mask it out after.
I might have forgotten how many of the RGBA channels you currently use. If it is only R and G then you could possibly use R/G for one side of the wall and B/A for the other. In my opinion it is good as it is but that would be a way to have two independent wall destructions while having the same resolution.
I believe the only issue with using the other color channels would be the normals, I'm not sure how I would go about making it so the normals are different on both sides so that becomes a bit of an issue.
@@FirstCrimson oh yes, havent thought about that. Some kind of masking would be necessary for that. Maybe two different channels of vertex color for each side?! But as I said, it is good as it is right now. Looks really great and it is a creative way of tackling destruction!
@@FirstCrimson You can reconstruct the normal from 2 channels, so you could pack two sets of normals in 4 channels, that said 1 texture with alpha is less efficient than two without (memory-wise)
You have to kick the grenades it drops out back at it- we'll be reworking that boss at a future date since it seems like a lot of people didn't fully enjoy it.
This really sounds like you should make use of vertex attributes and change the mesh data instead of rendering to a RT. See here th-cam.com/video/g_CIVUgJqH8/w-d-xo.html It's a low quality video but you can see that when moving it still uses the same texture but changes variation, because the intensity of destruction is stored in the vertices. That would reduce the amount of stored data by a lot. You could even subdivide on demand so you only have many vertices where you holes are actually located. It would also fix the "shoot through wall at an angle"
I like how you are making videos again but would be nice to see real devlogs, the level design video and this video are less my thing, too much details
Destruction TD here - these are already great results, but currently especially those large bits of wall, when destroyed, kinda just disappear into thin air. If you haven’t already, pre-fracture some medium-size bits of broken wall, and then spawn them in the according position with outward velocity from the impact points (and torque !), and simulate them as rigidbodies (disabling collision with the destroyed wall briefly after spawning would probably be good). Even just 3 or 5 of these would add a lot to the impact and feel of the effect, as the debris of the destruction caused is then actually present in the level (and could potentially cascade destruction further).
Fantastic idea- I actually discussed doing something like that during one of my streams, but that was before I added the niagara wood shatter effect and at the time I felt like that was a 'good enough' solution, it definitely does look like it'll need more of the touchups that you mentioned (breaking up actual meshes of the wall and getting them all over the place), most likely will look into doing that once I start working on the Drug Condo level.
If the destruction only happens on the lower side of the wall, you could use half of the texture or one side and the other side would use the other The upper half would just default to undamaged state. Alternatively you can use half of the texture for one side and have the texture be stretched. Or you could combine both and have the upper 25% be always undamaged so it doesn't look too stretched
I would try this too.
Love seeing all these changes and hearing your thought processes behind them. Excited to see more!
The Chaos system would make a great addition to a game like this with destruction. Love it so far, im glad youtube introduced me to this project!
love these videos, thank you so much for sharing the magic behind the scenes as well! :D
For the drug level you should create little breakable drug bags on top of tables and other objects. If the player destroys them there is a big powdery puff of (drug substance) and when the player moves through it, they get a buff or debuff.
For example:
Weed will make your vision a little red and slow player movement speed / reload + melee speed.
Coke will do the opposite and increase speed but lower accuracy.
I think this could be a cool level specific mechanic.
The coke stuff is cool,the weed doesent make much sense
@@casualcookin3893 maybe heroin
instead of having all of the detail in a 1024x1024 render target, you could lower it to 256x256 or 512x512, soften and lower the resolution of the bullet hole textures and instead add the edge detail of the hole back in with noise textures. this along with Ryhons suggestion of splitting the texture horizontally should allow you to place way more breakable walls
Hey for the studs couldn't you make them into a pair of actual models representing the top and bottom halves of the broken stud and then position them above and below the hole in the wall? That way they could have actual thickness and detail without needing to do any funky UV stuff.
Just got this recommended, your game looks awesome and i love the art style!
damn youtube is finally recomending small but good youtubers.
also this looks amazing!
Glad I got recommended this channel
you've been going crazy with the vlogs lately lol
I made fully destructable brick walls in unity about 9 years ago, on my other channel, Thomas Leyland Torr
For the collision you could add an array of box collisions spread over the surface and remove the boxes where you shoot.
I did think about doing something like that, but I wonder if it's good on performance to do such a method
@@FirstCrimson If you wanted a super accurate collider the only thing I can think of is using an edge detection algorithm on your render target feed all the points into a convexise algorithm that either makes a mesh collider or a small series of convex objects to make colliders of. The issue I would see is one. Its complicated. and two idk how fast you could get that kind of algorithm to run for a real-time game. You could potentially spread the calculations over 2-3 frames or limit it to it refreshing the collider every 3 or so frames. depending on if it causes hitching or not. The reason I think the update could suffice not being instant is the chance that anyone could notice. .05 seconds to update the collider over 3 frames and I doubt anyone would notice. Its near instant and would be much less resources. I suggest looking up a multithreading blueprint extension on the market place thats real cheap. I had tons of fun using it to generate voxel worlds at super speed. leaving the game thread to run smooth. Its super easy to use and you could offload the entire calculation to an entirely different thread away from game resources considering most peoples computers have MANY threads that go unused with todays single threaded games. Unreal has some threading but its still not good at pinning multiple cores on a users system at all. Hope this helps.
Would you be able to set the secondary UVs for the other side of the wall on a separate UV channel?
So each side has it's own separate UVs without sacrificed textile space?
What if there was fog vision, so you don't run around shooting everyone through walls because you can see them. Could be a togglable option for harder difficulties tho.
Looks really cool!
Just an aside, I’m in the architecture industry and metal studs are considerably weaker than wooden ones, but not sure if most players would know that, so that may not mean anything.
The more you know...
Well, like you said, surely most players won't know that so it should be okay.
Wut. Does not compute. How is a metal stud (which would be steel, presumably) weaker than wood? That sounds so counterintuitive! Like wood is *lighter* than metal (in most cases), sure, and that's an important property, but weaker sounds just... Wrong.
I'm a programmer though. WTF do I know about structural integrity xD
@@NostraDavid2 Metal studs are very thin. they are bent in a [ shape to make them rigid, but they are actually just really thin sheet metal.
@@brandondavis230 Wow, the relatively low amount of structural integrity of houses in the US and such continues to surprise me, when pretty much every building where I live is usually constructed entirely out of concrete columns and brick-and-mortar walls.
@@anirvana metal studs are only used when there is a larger substructure like a metal frame or concrete frame like you're talking about. That's why they can get away with using the metal studs. In houses they use wooden studs since those are the ones that hold the house up too. In commercial buildings that would use metal studs the only thing they need to hold up is the drywall on them.
Im so impressed with your achieved graphical fidelity
Cheers, it'll only go up from here
Hi, i have purchased ur game few hours ago and i absolutely loved it . I have suggestion for game that's: please add health bar for melee damage in the game . I know 1-3 Vest/Health is to make the game intense but loosing a vest on a melee hit is also kinda illogical/annoying so please consider my request.
Thank you and keep it up.
Great. Loved how you thought about the workflow. One question , how do you change the interface of Unreal Engine ?
It's UE4 using an addon called Darker Nodes
NIce video!! Visual coding always looks like spaghetti to me :D
I've written my own engine from scratch in the past and I'm now using UE. I'm trying to understand what you mean when you say you'd have to use 512x512 if the two sides of the wall had their own bullet holes. I heard you say "render target". So you're dynamically rendering the walls (or at least the holes) after each shot? But why the smaller texture size? Do you have a budget for GPU memory? Is it performance? If you're using render targets, how do you deal with multiple walls being destroyed? Aren't you gonna run out of memory or does it re-render them as needed?
If you had limited number of holes (say under 8), you can do it dynamically and have both sides be different with no loss of resolution. This could be an option for the first N smaller holes per wall. The rest could be done the way you're doing now. No one is really gonna say anything that the larger holes are identical. But could be a neat effect for the first few shots to have different holes on each side. Not sure I'd want to do this in a blueprint though.
I don't have experience with decals, but I'm wondering if that would work. Transparent areas are usually not applied, but you could use a separate color or channel and mask it out after.
Did I notice that holes stop at the edge of one wall? ie. A bullet can't affect two adjacent walls?
I might have forgotten how many of the RGBA channels you currently use. If it is only R and G then you could possibly use R/G for one side of the wall and B/A for the other. In my opinion it is good as it is but that would be a way to have two independent wall destructions while having the same resolution.
I believe the only issue with using the other color channels would be the normals, I'm not sure how I would go about making it so the normals are different on both sides so that becomes a bit of an issue.
@@FirstCrimson oh yes, havent thought about that. Some kind of masking would be necessary for that. Maybe two different channels of vertex color for each side?!
But as I said, it is good as it is right now. Looks really great and it is a creative way of tackling destruction!
@@FirstCrimson You can reconstruct the normal from 2 channels, so you could pack two sets of normals in 4 channels, that said 1 texture with alpha is less efficient than two without (memory-wise)
how do i pass the helicopter in suit for hire
You have to kick the grenades it drops out back at it- we'll be reworking that boss at a future date since it seems like a lot of people didn't fully enjoy it.
if you dont go actual re-triangulation by physics, you could just replace with new objects
if you split into physics and rendering, you get it right, straight, directly
physics and logic are more in the same category, from rendering, but interactions logic and physics are still kinda separate when looked at closely
concepts are futile, why sub-uv, tell more closely what you are planning to accomplish, no need to mess things up with fancy words
animate triangles, vertices, volume
texture animation methods belong to 2d engines
This really sounds like you should make use of vertex attributes and change the mesh data instead of rendering to a RT. See here
th-cam.com/video/g_CIVUgJqH8/w-d-xo.html
It's a low quality video but you can see that when moving it still uses the same texture but changes variation, because the intensity of destruction is stored in the vertices.
That would reduce the amount of stored data by a lot. You could even subdivide on demand so you only have many vertices where you holes are actually located. It would also fix the "shoot through wall at an angle"
you do sound like a guitar at 6:00
omg R6 but better
second
First
I like how you are making videos again but would be nice to see real devlogs, the level design video and this video are less my thing, too much details
I like both