Sorting parallel arrays a.k.a. Structure of Arrays (SOA) is not that easy in UE4 since the default sort implementation can only work on one array at a time. As far as I know, there’s no easy way to get it to work with SOAs since element swapping happens via hardcoded calls to TArray::Swap(), so what […]
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 […]
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.
Starting to look like a game! Custom movement and collision system, swarm AI, first draft.
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 […]
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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