UE5 DevVlog : Amphibious Car, Fluid Ninja, NWH Dynamic Water Physics

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Lorry Burger

Lorry Burger

Күн бұрын

Пікірлер: 20
@chomnansaedan4788
@chomnansaedan4788 5 ай бұрын
are you using Chaos Vehicle?
@lorryburger8165
@lorryburger8165 5 ай бұрын
No, It's my own Vehicle Pawn that I wrote myself
@buster5661
@buster5661 5 ай бұрын
I am getting jak and Dexter 3 vibes
@IstiakAhmed_UE5_VR-Dev
@IstiakAhmed_UE5_VR-Dev 2 жыл бұрын
whoa, that is awesome.👍 will you make a tutorial on this?
@lorryburger8165
@lorryburger8165 2 жыл бұрын
probably not, I would just be repeating the tutorials I googled
@IstiakAhmed_UE5_VR-Dev
@IstiakAhmed_UE5_VR-Dev 2 жыл бұрын
​@@lorryburger8165 will you send some references of the tutorials?
@lorryburger8165
@lorryburger8165 2 жыл бұрын
what specifically? there is a whole heap of stuff going on in this
@IstiakAhmed_UE5_VR-Dev
@IstiakAhmed_UE5_VR-Dev 2 жыл бұрын
@@lorryburger8165 i want to learn about the realistic wave (boat wake specifically).sorry for not specifying.
@lorryburger8165
@lorryburger8165 2 жыл бұрын
@@IstiakAhmed_UE5_VR-Dev That is a plugin called fluid ninja, available on the Unreal Marketplace. Join his discord, the solution is in the chat channels
@LiamE69
@LiamE69 2 жыл бұрын
You collect your fluid in a jar.
@lorryburger8165
@lorryburger8165 2 жыл бұрын
You collect yours in a bag
@FreeD00M
@FreeD00M Жыл бұрын
I dont think Fluid Ninja replicates well or does it?
@lorryburger8165
@lorryburger8165 Жыл 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.
@FreeD00M
@FreeD00M Жыл 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.
@lorryburger8165
@lorryburger8165 Жыл 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!
@FreeD00M
@FreeD00M Жыл 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.
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