Making an OCEAN for my EXPLORATION game - Devlog #2

แชร์
ฝัง
  • เผยแพร่เมื่อ 20 ธ.ค. 2024

ความคิดเห็น • 86

  • @DownTownProductionive
    @DownTownProductionive ปีที่แล้ว +40

    Man the speed you are progressing is amazing, and seeing the project come alive bit by bit is satisfying.

    • @Gradient-Games
      @Gradient-Games  ปีที่แล้ว +8

      Thanks, at the moment everything is progressing smoothly so let's hope it stays that way :)

  • @Oscar_Waldman
    @Oscar_Waldman ปีที่แล้ว +13

    So cool to see the in depth process and learn about game design. Underrated channel!

  • @maceronsgamedevthings
    @maceronsgamedevthings ปีที่แล้ว +12

    That ocean is really impressive looking honestly

  • @robinpage2730
    @robinpage2730 4 หลายเดือนก่อน +4

    Can you make this a plugin? Or perhaps publish your blueprints so we can use this in other projects?

  • @Nicknamegeneratorfailed
    @Nicknamegeneratorfailed ปีที่แล้ว +7

    Mate this is quiet something. I'm staring in disbelief. The bubbles got me, I couldn't tell it's 2d even after rewinding it couple times. This looks awesome. I wish you all the best and here I'm subsribing right now!

  • @whataguy2266
    @whataguy2266 ปีที่แล้ว +6

    This is very impressive. I am very much looking forward to what you do in the future.

  • @nhlanhlamkhize2387
    @nhlanhlamkhize2387 หลายเดือนก่อน

    Amazing dev work bro!!! water game aren't easy to make that's why there aren't more of them. But with awesome game devs like you pushing boundaries, there's hope

  • @Aqua_Turneur
    @Aqua_Turneur ปีที่แล้ว +11

    these graphics are sick

  • @blapaz
    @blapaz ปีที่แล้ว +4

    The progress your making is awesome!

  • @blackdoc6320
    @blackdoc6320 ปีที่แล้ว +3

    This might be some of the best water in any game I've seen already and it's still early development.

  • @Frozd
    @Frozd ปีที่แล้ว +2

    Really cool! Turned out way better than I expected it to at the start of the video.

  • @BadTunes.
    @BadTunes. ปีที่แล้ว +5

    Holy shit the ocean can be a different game, thiss looks so good😅

  • @blobdude19
    @blobdude19 ปีที่แล้ว +5

    You are honestly under rated

  • @snook-official
    @snook-official 6 หลายเดือนก่อน +2

    Love to see a step by step tutorial on how you make the stormy waves.

  • @unrealunderground6085
    @unrealunderground6085 ปีที่แล้ว +2

    Earned a sub, My only suggestion would be to show a close up view of your Blueprinting for us noobs to get a better look at. maybe break down the use of some of the more complicated nodes and systems

    • @Gradient-Games
      @Gradient-Games  ปีที่แล้ว +3

      I'll try but I don't want to get too technical so I don't scare away non developers
      If you have any questions don't hesitate to ask!

  • @nickgennady
    @nickgennady ปีที่แล้ว +1

    Very good work but one minor detail. You can actually sample a texture for rotation, just sample a normal map.
    You can generate normals while computing your gerstner waves. GPU gems has equation for it.
    Since I like your work I can give you source code for how I get my normals in my gerstner waves. I have version for Unreal you use in Material custom node which I think your using.

    • @Gradient-Games
      @Gradient-Games  ปีที่แล้ว +2

      Thanks, I tried that but it ended up costing too much to calculate, so I decided just to keep the wpo for performance :)

  • @octa-pie
    @octa-pie ปีที่แล้ว +1

    You should add the little particles like in real oceans. It would look soooo much better

  • @mr_clean575
    @mr_clean575 ปีที่แล้ว +2

    This is so sick

  • @s4bishii
    @s4bishii ปีที่แล้ว +3

    Give me dat water now 🔫🐶

  • @harmonichaoticart
    @harmonichaoticart ปีที่แล้ว +2

    I just want you to know that this project has MASSIVE potential. MASSIVE, and should you continue, especially at current speed (which i dont recommend cuz burnout but that would be even MORE insane), youll surpass ARK and No mans sky in popularity

  • @-starrysunrise-2908
    @-starrysunrise-2908 ปีที่แล้ว +2

    Are you going to add any aquatic creatures?

    • @Gradient-Games
      @Gradient-Games  ปีที่แล้ว +3

      Definitely, large, small, and rideable underwater creatures!

  • @brunocandia9671
    @brunocandia9671 ปีที่แล้ว

    😮 My Respect..! 👌🏻✨ Epic Job

  • @BastiaanGrisel
    @BastiaanGrisel 6 หลายเดือนก่อน

    Incredible work man!

  • @WaterproofJedi
    @WaterproofJedi 5 หลายเดือนก่อน

    Hey there! Love the video! This is looking really amazing. Excited to see where this goes! I had a quick question about the god rays. What did you mean by adding noise to the "Fog Material"? I see you're using a post process material to generate the base fog, but are you adding the noise to the height fog in BP to generate the rays?

  • @CarlosAlvarez-bt9cj
    @CarlosAlvarez-bt9cj ปีที่แล้ว +1

    Could you explain how you did the god rays? I'm losing my mind to be able to make one and yours look incredible

    • @Gradient-Games
      @Gradient-Games  ปีที่แล้ว

      It's been a while since I coded it but first of all you need the normalized directional light vector and the depth of the water.
      Then you use the depth to offset the XY world coordinates in the direction of the light XY vector.
      Then you input this into a noise node and adjust the variables to change the sharpness and scale of your rays
      Finally use the depth to gradually fade the effect out
      Hope this is understandable, good luck!

    • @Twentyfourfour
      @Twentyfourfour ปีที่แล้ว

      @@Gradient-Games Does this work in a post process material or does the effect need the volumetric fog to work? I don't understand how this could work in a post process material because it's in screen space and your effect looks 3D?

    • @Gradient-Games
      @Gradient-Games  ปีที่แล้ว

      Yeah it's using volumetric fog, although there are some techniques out there to fake it with post processing (but that's not what I decided to do)

    • @Twentyfourfour
      @Twentyfourfour ปีที่แล้ว

      ​@@Gradient-Games Thanks for answering, I've been searching for a long time and haven't found any ways to do this in a post process, if you have any links or tips that would be appreciated

    • @Gradient-Games
      @Gradient-Games  ปีที่แล้ว

      Unfortunately I can't really help, maybe ask in the unreal subreddit or discord server?

  • @takeyoshix
    @takeyoshix 25 วันที่ผ่านมา

    Cool. But it would be cooler if the blueprints were available for everyone. Otherwise... well, need to look for others who do the same and show in detail how to compose a similar effect.

  • @smythfamily8321
    @smythfamily8321 ปีที่แล้ว

    This is amazing 🤩. You should invest in a VR headset and implement VR support. You seem like a great game developer

  • @paiva_f1944
    @paiva_f1944 ปีที่แล้ว

    Amazing! I'm impressed

  • @breaktime1012
    @breaktime1012 ปีที่แล้ว +1

    underated channel!

  • @mansnotprot1544
    @mansnotprot1544 ปีที่แล้ว +1

    How did you make the fog change color depending on depth? Any chance you could upload that?

    • @Gradient-Games
      @Gradient-Games  ปีที่แล้ว +2

      I've got a parameter containing the world space height of the sea plane, I can then use this to calculate how deep below the surface the camera is (or any point of the fog)
      This way I can change it in any way like making the godrays fade out over a certain depth

    • @mansnotprot1544
      @mansnotprot1544 ปีที่แล้ว

      @@Gradient-Games I could never get the fog to get darker depending on my camera z axis location.

    • @Gradient-Games
      @Gradient-Games  ปีที่แล้ว +1

      Just get the ocean height, subtract the camera height and you've got the depth, using this you can do whatever you want
      Edit: for the fog effects you shouldn't use the camera location, instead just get the world space location so the fog gets darker depending on its depth

    • @Gradient-Games
      @Gradient-Games  ปีที่แล้ว +1

      One more thing, fog uses the additive blend mode, so you can't really make it darker, just less visible
      If you do want to make it darker depending on depth use a post process material

  • @GoHype2024
    @GoHype2024 5 หลายเดือนก่อน

    how do u fix the ocean being see through when under the water using unreal engine ocean an how did u fix the camera for the lake

  • @camelotvfx
    @camelotvfx 19 วันที่ผ่านมา

    How did you recalculate normals on the ocean surface after deforming them with the world position offset from the gerstner waves?

  • @FreeD00M
    @FreeD00M 10 หลายเดือนก่อน

    Wow impressive!
    How did you exclude the water (post process) in the airpockets?
    I am looking for a solution for my submarine game, but with the ability to look out of a window from inside the sub (an back in).

    • @Gradient-Games
      @Gradient-Games  10 หลายเดือนก่อน +1

      The air pockets don't work if you have a window on the side, since I didn't need it to for what I wanted to do
      So basically it changes the global water surface height when you're very near an air pocket. Using a global material parameter collection of course.
      If you wanted to have windows you could try creating a mask where there are windows looking out into the ocean, using for example the custom depth buffer. (Writing windows to custom depth)
      Then subtracting the custom depth (window distance) from the normal depth to get how far you're looking into the ocean
      Just an idea, haven't tested it personally but I think it should work!

  • @HACkER-br6mt
    @HACkER-br6mt ปีที่แล้ว +1

    Super bro keep it up

  • @MrApple287
    @MrApple287 ปีที่แล้ว

    Broo game is sick!!

  • @LFPAnimations
    @LFPAnimations 5 หลายเดือนก่อน

    How did you render the height to a render target?

    • @Gradient-Games
      @Gradient-Games  5 หลายเดือนก่อน

      I put the same calculation as for the ocean into another material and used 'draw material to render target' to render that to a render target

  • @shrutidange8356
    @shrutidange8356 6 หลายเดือนก่อน

    Any chance you could share this code or a video on how to make it?

  • @betraid
    @betraid 7 หลายเดือนก่อน

    This is just very big plane with water material applied to it to simulate water? i'm looking for something similar for my game too, dunno what to choose, i tried UE5 Water system, it looks awesome but dunno how it will impact perfomance.

    • @Gradient-Games
      @Gradient-Games  7 หลายเดือนก่อน +1

      You'll have to figure out what fits your needs but it doesn't seem like epic are still working on their water system
      I also had a bunch of issues with it when I tried using it before I made my own system

  • @thejfcad9020
    @thejfcad9020 หลายเดือนก่อน

    Where is the part one of this?

  • @madsussy2307
    @madsussy2307 8 หลายเดือนก่อน

    I am currently creating a underwater game of my own. I am having issues setting up the ocean to be the world environment. Every time I try to set it up the spline comp always messes up the flat surface. How did you create an underwater surface and then add your ocean in?

  • @hed420
    @hed420 ปีที่แล้ว +1

    This series has inspired me to make my own game but UE looks a bit too complex for me.

  • @TOKYEO
    @TOKYEO ปีที่แล้ว

    love it!

  • @nacho6247
    @nacho6247 4 หลายเดือนก่อน

    quiero ver ese proyecto solo para analisarlo ver por que se programos asi entenderlo porfa comparteloo

  • @Aqua_Turneur
    @Aqua_Turneur ปีที่แล้ว +1

    maybe you could make that you can have an oxygen bottle

  • @nickgennady
    @nickgennady 10 หลายเดือนก่อน

    How did you mask out water(air pockets)? Did you use distance fields?

    • @Gradient-Games
      @Gradient-Games  10 หลายเดือนก่อน

      I just used a separate plane for the water and turned the effects off when inside the bubble

  • @user-ct8my8rv9c
    @user-ct8my8rv9c 4 หลายเดือนก่อน

    You should sell the water system I would buy it

  • @MEK_OUTTERBOX
    @MEK_OUTTERBOX 3 หลายเดือนก่อน

    tutorial this whole water system or sell it i want this water system you made

  • @viatorrr
    @viatorrr 6 หลายเดือนก่อน

    how did you make the scatteringpeak parameter?

    • @Gradient-Games
      @Gradient-Games  6 หลายเดือนก่อน +1

      If I remember correctly I used the wpo to calculate where the peaks and crests are and then lerp between two different values
      I'm pretty sure Ghislain Ghirardot also goes over this in more detail in his video :)

  • @nacho6247
    @nacho6247 4 หลายเดือนก่อน

    bro tu sacarias un tutorial?

  • @andikasujanadi
    @andikasujanadi ปีที่แล้ว

    Auto subscribe to this channel

  • @leogcavalli
    @leogcavalli 7 หลายเดือนก่อน

    What is the payoff of doing this instead of using UE5 water body ocean? I heard it's pretty good

  • @kobyix
    @kobyix ปีที่แล้ว

    Love itt!! :)

    • @Gradient-Games
      @Gradient-Games  ปีที่แล้ว

      Glad you like it, I loved working on it :D

    • @kobyix
      @kobyix ปีที่แล้ว

      @@Gradient-Games :)

  • @herohuntstudios
    @herohuntstudios 7 หลายเดือนก่อน

    How to like this video 99 times

  • @blackdoc6320
    @blackdoc6320 ปีที่แล้ว

    I know ultra dynamics sky when I see it

    • @Gradient-Games
      @Gradient-Games  ปีที่แล้ว +1

      Yup, it's an amazing asset and I just didn't see a reason to make a sky system from scratch.
      If I did do that I would've had to spend like a month just working on the sky

    • @blackdoc6320
      @blackdoc6320 ปีที่แล้ว

      @@Gradient-Games I’ve got it for the same exact reason

  • @nacho6247
    @nacho6247 4 หลายเดือนก่อน

    bro could you sell this project or share it please

  • @nacho6247
    @nacho6247 4 หลายเดือนก่อน

    bro could you sell this project or share it please🙏🙏🙏🙏

  • @nacho6247
    @nacho6247 4 วันที่ผ่านมา

    me venderias el proyecto man?

  • @Breezy_INKI
    @Breezy_INKI ปีที่แล้ว

    Bro just make all of it Nanite so we have better experience because of the fps higher rate

  • @nacho6247
    @nacho6247 4 หลายเดือนก่อน

    bro could you sell this project or share it please