Last Wednesday it would have been a yes probably, today things are looking a lot better so it’s a flat no
@Atlantica-Worlds7 күн бұрын
Nice! I look forward to seeing the progress.
@LiamE697 күн бұрын
My balls are sweaty.
@lorryburger81656 күн бұрын
When did you last see them?
@LiamE696 күн бұрын
@@lorryburger8165 When they reflected in your eyes last night
@lorryburger81655 күн бұрын
you mean the digital microscope I gave you for Christmas
@LiamE695 күн бұрын
@@lorryburger8165 This is small. Those are far away.
@lorryburger81655 күн бұрын
@@LiamE69 Yes I agree, your balls are both small, far away and sweaty
@idirbelaid283729 күн бұрын
awesome !! how did you make the water surface invisible when it overlaps with the vehicle ?
@lorryburger816521 күн бұрын
it uses an opacity mask in the water material. just search youtube for a tutorial
@yayavideosАй бұрын
hello i am in hand ik hell right now and this looks about what i need for my wall running/grinding/sliding animation, could you make a type of how-to video? Looks great!
@lorryburger8165Ай бұрын
get the normal of the surface where your trace hits , ik the hand to that point and adjust the rotation of the hand to the normal. its an old project that doesn't load anymore so I cant be more detailed than that
@yayavideosАй бұрын
@@lorryburger8165 I have gotten about that far already but thank you very much for replying! I also have projects that will not load and it is heartbreaking. Appreciate your videos as some reference points. Much love.
@buster5661Ай бұрын
I am getting jak and Dexter 3 vibes
@projectMAINCORE2 ай бұрын
Nice to see another fellow developer do awesome things
@lorryburger81652 ай бұрын
Thank you for your kind comments
@LiamE692 ай бұрын
That's your left nut that is.
@chomnansaedan47882 ай бұрын
are you using Chaos Vehicle?
@lorryburger81652 ай бұрын
No, It's my own Vehicle Pawn that I wrote myself
@LiamE693 ай бұрын
Orbiting uranus.
@lorryburger81653 ай бұрын
Are you? I haven’t seen it in a while, What does it look like?
@Atlantica-Worlds3 ай бұрын
Nice!
@lorryburger81653 ай бұрын
Why thank you kind you
@Atlantica-Worlds3 ай бұрын
@@lorryburger8165 You're welcome. Are you using virtual heightfield meshes?
@lorryburger81653 ай бұрын
@@Atlantica-Worlds no. It’s a procedural mesh, with a perlin noise generator
@Atlantica-Worlds3 ай бұрын
@@lorryburger8165 Oh okay.
@crazyguy75853 ай бұрын
i think its for content example right😁
@lorryburger81653 ай бұрын
I am using the Physics Control Component for both the Driver and the Dog. The code is copied from the Content Examples for the driver and adapted for the dog
@laurensdesmet704 ай бұрын
Did you opt for the Synty skeletal meshes or did you go for static versions?
@lorryburger81654 ай бұрын
I opened the source fbx files in blender and exported the individual components to unreal as static meshes. That way I can swap out wheels, brake disc, seats, doors, windows etc
@laurensdesmet704 ай бұрын
@@lorryburger8165 Yeah, I was thinking about that as an option. Does that still allow you to, lets say, open the trunk via a transformation, or would that cause issues when done without a skeleton?
@lorryburger81654 ай бұрын
@@laurensdesmet70 I made an interactive actor component that animates itself whern interacted with, this works with trunks, bonnets, doors, petrol caps. kzbin.info/www/bejne/Z5eWZqJqetihh5Y
@lorryburger81654 ай бұрын
possibly I will be replacing the static mesh components with skeletal mesh (doors etc) for body deformation and crash damage or looking at procedural meshes
@laurensdesmet704 ай бұрын
@@lorryburger8165 Yeah, body deformation is the main reason why I'm considering skeletal meshes as well. All things considered, I might just do what you did and handle deformation via vertex colors. I found this tutorial, which covers that, as well as procedural meshes. Might be of interest to you: kzbin.info/www/bejne/j2OpdIuiebuImc0si=Ny2vzEzPVlXBmoBU
@LiamE694 ай бұрын
You still wet the bed.
@lorryburger81654 ай бұрын
You sleep sitting up because you have horizontigo and dust will kill you
@alexanderalikin12104 ай бұрын
Normals and displacement brake if the planet is not at world zero, I'll have to fix it
@alexanderalikin12104 ай бұрын
If you place a planet at world zero, you'll see how it's supposed to look :)
@lorryburger81654 ай бұрын
Like add a sphere center coord to the material instance?
@alexanderalikin12104 ай бұрын
@@lorryburger8165 no, place the ocean mesh at world 0, 0, 0 location. I’ll fix soon, that’s my bad
@alexanderalikin12104 ай бұрын
@@lorryburger8165 fixed. Please update
@lorryburger81654 ай бұрын
@@alexanderalikin1210 will in now work with spheres placed anywhere in the world map, of any size?
@Atlantica-Worlds5 ай бұрын
Are you making a space game?
@lorryburger81655 ай бұрын
I'm making a game that involves a lot of physics. Probably doing small planets like Outer Wilds
@lorryburger81655 ай бұрын
I see thats what you are doing
@Atlantica-Worlds5 ай бұрын
@@lorryburger8165 Mine isn't exactly physics based. My planets don't rotate or orbit, they are stationary. This is still the same game that you've been posting about, right?
@lorryburger81655 ай бұрын
I am teaching myself UE. I have lots of projects all doing different things, I wouldn't actually use this to create a planetary system - its far too chaotic and random (currently I have converted the gravity algorithm to c++ which took 80 planetary bodies running at 20 fps to running at 120 fps!) it makes a nice screen saver
@Atlantica-Worlds5 ай бұрын
@@lorryburger8165 Wow, that's an incredible jump in framerates! I will have to nativize blueprints into C++ some day and test the framerates.
@LiamE695 ай бұрын
I don't think you appreciate the gravity of the situation.
@lorryburger81653 ай бұрын
Gravity is your situation
@LiamE693 ай бұрын
@@lorryburger8165 It's getting me down.
@rdevstro5k5 ай бұрын
sick, you got good taste in music
@rdevstro5k5 ай бұрын
this is sick
@lorryburger81655 ай бұрын
~Thanks
@FreeD00M7 ай бұрын
This does not quite look in sinc
@lorryburger81657 ай бұрын
I don't know if they have improved things, but over the internet you are never going to know if its a bit out of sync anyway
@FreeD00M7 ай бұрын
@@lorryburger8165 then it should be a delay. However looks a bit different ti me, not just in time. What you think(
@tienphatpham3957 ай бұрын
I can’t stay and move on my ship when the ship moving. My character alway be push out side the ship. Please help me
@lorryburger81657 ай бұрын
Separate the Bouyancy Hull from the Hull mesh. Disable Physics on the Hull mesh have the Hull Mesh Interp its position to the Bouyancy hull on tick, that will stop your character from affecting the bouyancy and physics of the ship. Or otherwise it sounds like a collision issue
@lorryburger81657 ай бұрын
The aircraft carrier does what I described, kzbin.info/www/bejne/hl6taqJ4hKerpac
@tienphatpham3957 ай бұрын
@@lorryburger8165 thank u so much for your reply ^^ Now I will try that. 🥰🥰🥰
@matiasbloisi31027 ай бұрын
Nice work, thanks for sharing. You recommend to use UE4 vs UE5? (Using AVS / TCS)?
@lorryburger81657 ай бұрын
I’m using ue5. I don’t think it’s better than 4 yet
@jamesonvparker8 ай бұрын
As a starting point, do you recommend migrating the demo project to your own and just swapping the meshes?
@lorryburger81658 ай бұрын
No, I copied the code as I wanted to learn it
@jamesonvparker8 ай бұрын
I love your physical component animation. How hard did you find working with it? Seems a little confusing to me but Im working on figuring it out.
@lorryburger81658 ай бұрын
I just copied the example code and made a few changes
@jamesonvparker8 ай бұрын
Hi, I found your channel in the AVS discord. Nice work! I subbed.
@lorryburger81658 ай бұрын
Thanks for the sub!
@kennedykimeu46188 ай бұрын
Nice. how is the peformance ?
@lorryburger81658 ай бұрын
It’s down to the grid. I’m hoping when tessellation is back I can use it
@jourverse5 ай бұрын
@@lorryburger8165 You can use default water system for the tessellation and LOD dynamic mesh. I apply the custom water material on the ocean actor from water system and the tessellation is working well. Which method did you use to simulate this bouyancy? CPU or GPU readback?
@lorryburger81655 ай бұрын
@@jourverse its a Niagara GPU readback (kzbin.info/www/bejne/npPVc3aFrcp_p9k) connecting to NWP water physics thats doing the math
@jourverse5 ай бұрын
@@lorryburger8165 ok Thank you.
@LiamE699 ай бұрын
Bed wetter.
@FreeD00M9 ай бұрын
I dont think Fluid Ninja replicates well or does it?
@lorryburger81659 ай бұрын
You wouldn't replicate Fluid Ninja, you would replicate what is interacting with it. Its mainly a visual thing so it wouldn't matter.
@FreeD00M9 ай бұрын
@@lorryburger8165 Well, if e.g. a ship crashes into a wave on the server, but the wave does not exist on the clientside the ship would move without any reason on the clientside.
@lorryburger81659 ай бұрын
@@FreeD00M Most WaveSystems use a Timecode to generate the waves. you would sync the timecode to the server and have each client delta the time in between updates, you are never going to get 100% syncronisation as client ping and FPS is going to make all sorts of issues. boat simulations are also physics based which in not as deterministic as we would like in UE so replicating is going to be difficult on that front too. I would let Fluid Ninja handle the pretty but none of the gameplay systems. you can overlay Fluid Ninja over a wave system to handle foam and ripples . nobody is going to notice if foam or ripples are not in sync!
@FreeD00M9 ай бұрын
Thx for the inspiring idea. I know that oceanology is mostly replicated, but this gave me the idea to also try other water systems. Will do some experimentation.
@unrealunderground608510 ай бұрын
this is so much cooler than your ALS video from two years ago! Keep posting stuff like this i love to see it!
@loremipsum314710 ай бұрын
that really was a hattori hanzo sword
@HeavensDisciplesGames11 ай бұрын
Nice! That's pretty cool.
@lorryburger816511 ай бұрын
Thanks!
@LiamE69 Жыл бұрын
I touched myself watching this.
@lorryburger8165 Жыл бұрын
Did the brasso come out?
@LiamE69 Жыл бұрын
@@lorryburger8165 Nurse!
@Digital33Studios Жыл бұрын
very cool
@lorryburger816511 ай бұрын
Thank you
@Adil-vi8xw Жыл бұрын
Can u make a video on how u make it
@lorryburger8165 Жыл бұрын
Maybe one day when I get time
@DeeOdzta Жыл бұрын
nice!
@lorryburger8165Ай бұрын
ince!
@SomethingEternal Жыл бұрын
Looks good. Now i wonder if the passenger camera is going to have those vibrations xD
Was a while ago. I've broken it since. I think I was using world coordinates rather than bone space like in ALS
@zawadigameszg2713 Жыл бұрын
You finally made it work.
@LiamE69 Жыл бұрын
I held on for too long and stuff came out.
@AbsoluteZero972 Жыл бұрын
hello, i want to do a jump Prediction for my character. can you tell my how had you done it please ? very good vidéo by the way, love you'r work.
@lorryburger8165 Жыл бұрын
I based mine on this kzbin.info/www/bejne/f3aZg5WggLt7b68
@AbsoluteZero972 Жыл бұрын
@@lorryburger8165 ho ! thank you
@LiamE69 Жыл бұрын
Very ruff.
@lorryburger8165 Жыл бұрын
That took you far too long to come up with
@LiamE69 Жыл бұрын
@@lorryburger8165 Yeah, made a real dog's dinner of it.
@ivanc86179 Жыл бұрын
Hey, looks very nice! Do you use physics control component for the good boy as for the driver? And how do you like using it? Is it worth to exploring?
@lorryburger8165 Жыл бұрын
I am using the new Physics Control Component for both the Driver and The Dog. The code is copied from the Content Examples for the driver and adapted for the dog. I have only played with it for a couple of hours but it seems to do what it does! I am trying to import the code into my vehicle and my character blueprints, unsuccesfully at the moment , it either crashes or does nothing. just need some time
@wardredd6394 Жыл бұрын
fine work
@LiamE69 Жыл бұрын
That's just rubbish.
@wardredd6394 Жыл бұрын
dope
@mehmetbaspinar25 Жыл бұрын
its great , can you share blueprint tutarial ?
@pivotcom Жыл бұрын
what engine did you make this in?
@lorryburger8165 Жыл бұрын
Unreal Engine 4
@pivotcom Жыл бұрын
@@lorryburger8165 did you make the trail effect or did you use surface trails and ngl kinda impressed by the rig can't get mine to work right with chaos vehicles
@lorryburger8165 Жыл бұрын
@@pivotcom The surface trails are Infinity Weather by Infinity Blend. They don't work anymore as Epic got rid of tessalation
@pivotcom Жыл бұрын
@@lorryburger8165 nice but how did you pull the rig of as far as I know I can only connect wheels to the root bone in that case I can't get the rotating axles to work
@lorryburger8165 Жыл бұрын
@@pivotcom The Suspension arms are a failed attempt at multipoint IK using scene components that pivot at the top and "look at" the wheel mesh. The wheel mesh is being controlled by 2 physics constraints. one for the wheel spin and another for the suspension which are attached to a control mesh that handles the steering
@wttkwsk Жыл бұрын
why did youtube recommend this to me?
@RaphaelBolivar Жыл бұрын
The algorithm works in mysterious ways.
@lorryburger8165 Жыл бұрын
I don't think I can answer that😂
@LiamE69 Жыл бұрын
Shrub rocketeer.
@islandonlinenews Жыл бұрын
I like you’re thingy. Did you make it?
@lorryburger8165 Жыл бұрын
Depend which of the thingy’s you are referring to
@islandonlinenews Жыл бұрын
@@lorryburger8165 your amphibious vehicle:) its cool.
@lorryburger8165 Жыл бұрын
@@islandonlinenews The Mesh is from Synty Sci-Fi Worlds, I programmed the Pawn blueprint
@islandonlinenews Жыл бұрын
@@lorryburger8165 ok thanks! I don’t suppose you could send me a copy of that truck?