Networked RTS Movement

Fully deterministic unit movement integrated with custom P2P netcode. Features steering, unit clustering, 2D collision resolution, movement lanes, group splitting, regrouping on arrival and navmesh pathfinding. Animations are 100% done on the GPU to free up CPU capacity. Performance is 1.5ms per frame for 500 units moving concurrently, measured on an Intel i7-4770k in a […]

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Giant army support

Implemented 2D blend spaces on the GPU so I can have giant armies with minimal impact on the CPU so I can use it for stuff that matters e.g. AI and navigation.

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Space Base with 500 Units

Starting to look like a game! Custom movement and collision system, swarm AI, first draft.

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Gauntlet Automated Testing and Performance Metrics in UE4

Introduction This tutorial describes how to launch automated tests and profile via Gauntlet by triggering in-game events, executing game commands and generating detailed performance charts / benchmarking your game. You will need a source build of the engine, preferably 4.23 or above. It will also work on 4.22 with a few minor tweaks, but not […]

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Deterministic Lockstep P2P Multiplayer in UE4

2 months of writing netcode finally paid off as I now have deterministic lockstep P2P multiplayer in UE4. This is a great step for the game and with it, the biggest technical challenge has been overcome.

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Mech Aiming at Target

Lower and upper body are decoupled so it can walk and shoot in different directions. Also quaternions.

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