Computes everything in compute shaders on the GPU, including LODs and frustum culling. No GPU-CPU stalls anymore, it’s faster than HISM or ISM. Since around 4.22 Epic has exposed indirect rendering via the RHI mostly because of Niagara, but this is a custom rendering component so there’s no overhead and is therefore faster where it […]
Starting to look like a game! Custom movement and collision system, swarm AI, first draft.
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.
Laser beams for larger ships Finally got to work on some VFX and made laser beams for the larger ships in the game!
Space dogfight explosions and smoke Lots of smoke and explosions in this dogfight now that I’ve finally optimized the rendering loop to a passable state.
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