pendragon1
Extremely [H]
- Joined
- Oct 7, 2000
- Messages
- 47,812
he's got other how toos, why would this one get turfed?Yeah, I downloaded it just in case it gets removed for some reason.
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he's got other how toos, why would this one get turfed?Yeah, I downloaded it just in case it gets removed for some reason.
Don't know, don't care. It's YouTube so I downloaded it to be safe.he's got other how toos, why would this one get turfed?
The integration isn't great if you're a fan of choices in developer tools, but this really is one of those instances where folding so many features into one editor could have a meaningful effect on content creation. I like the thought that a relatively inexperienced developer could make something decent without spending a small fortune or wasting hours on some tasks.Ugh I hate this so hard..... It makes me want to support Unreal more because I can actually deploy this to the students in a manner they can use and is relevant... The bastards, the tie-in with their tools, assets, and Nvidia with their cheap motion capture... I can deploy this pretty cheaply and have huge student uptake with it.
That's the thing I could deploy this to our Highschools right now with minimal effort on my part and basically give them everything they needed to get started in an afternoon. In my case, too many tools is a huge problem because teachers aren't going to learn 10 new tools to give kids choice but if I say here's one it does basically everything to an OK degree they'll get to work on that shit.The integration isn't great if you're a fan of choices in developer tools, but this really is one of those instances where folding so many features into one editor could have a meaningful effect on content creation. I like the thought that a relatively inexperienced developer could make something decent without spending a small fortune or wasting hours on some tasks.
C, it's universal and the foundations it teaches can be applied just about everywhere, followed by python, then blueprintsWhat should inexperienced developer start using blueprints or learning C programming ?
I'd be sorely tempted to roll it out, then. The goal is to get teens creating something and learning skills they can translate elsewhere — I'd rather they work in one tool now than have to wait until college, especially when it's a tool they might use in their careers.That's the thing I could deploy this to our Highschools right now with minimal effort on my part and basically give them everything they needed to get started in an afternoon. In my case, too many tools is a huge problem because teachers aren't going to learn 10 new tools to give kids choice but if I say here's one it does basically everything to an OK degree they'll get to work on that shit.
Literally on the phone with 3 principals and the guy who handles grant applications to see if we can get this funded for next school year. This is everything I would have wanted when I was in HS and I want them to have access to it.I'd be sorely tempted to roll it out, then. The goal is to get teens creating something and learning skills they can translate elsewhere — I'd rather they work in one tool now than have to wait until college, especially when it's a tool they might use in their careers.
Yeah, I'd have loved to have had these kinds of tools and power back when I was in high school. Jeez.This is everything I would have wanted when I was in HS and I want them to have access to it.
If you have any kind of coding experience (HTML does not count, sorry) I would say C of course.What should inexperienced developer start using blueprints or learning C programming ?
I am looking forward to trying out some scans using their phone app. Depending on how well it works it could also prove useful for 3d printing.So photogrammetry and marketplace based asset sharing makes it into game development finally. The two things I've been saying game development needed since about 2012. They took their time.
Marketplace asset sharing has been common for unity since 2008-9, and unreal engine once their market got critical mass in ue4 since 2015ish...So photogrammetry and marketplace based asset sharing makes it into game development finally. The two things I've been saying game development needed since about 2012. They took their time.
And before that there were plenty of third parties doing it, and still are.Marketplace asset sharing has been common for unity since 2008-9, and unreal engine once their market got critical mass in ue4 since 2015ish...
Yep! It's nothing new, just wasn't centralized like it is nowAnd before that there were plenty of third parties doing it, and still are.
I remember it being a thing in 2004 when I was doing mods and game dev.
I have used Reality Capture before, it was hit and miss, definitely not the best photo reconstruction app. And that was the paid version, this is some free derivative of that, so I'd not expect much from it. The first thing that seems idealized in the video, that they show taking photos of a sofa, then the final perfect sofa model as a result. In reality you'd get a ton of background noise with such model, unless you meticiosuly masked out the background in all images. And even then the algorithm might decide to fold the model in on itself, sending you into a frenzy trying to change processing paramaters so you get a relatively clean model. And emphasis on relatively, as with photogrammetry the models look nice at a distance due to the hires texture. But if you look closer there is not a single flat surface on it, every surface is a mountain range with tiny ridges and valleys.I am looking forward to trying out some scans using their phone app. Depending on how well it works it could also prove useful for 3d printing.
Their new sizzle reel looks great
That's thanks to a minority (amdrones) rejecting the idea of gpu physx... It's now done very roughly, slowly, and simply by the cpu. Thus limits the capabilities us devs have dramatically. Nvidia shouldn't have restricted amd users from using a second Nvidia card for gpu physx though... That definitely hurt adoption.As extremely impressive as UE5 is it still looks very static. This a question for those of you that have used it, how difficult is it to add proper physics to these scanned objects?
One thing that always bugs me about our current state of graphics fidelity is that the physics of the game world and objects in it rarely matches the quality of it's appearance which I find very jarring. The more realistic the graphics the easier it is to notice the things that are off.
They've improved the physics a lot. There were some videos on it earlier. For example instead of static walking animations they apply physics to it so characters can walk naturally over rough terrain, on slopes, going up stairs, etc. A bunch of different things react to physics which makes it not only look better, but cuts way down on development time because animators don't have create a ton of different animations and tweak a ton of stuff by hand to make it look good.As extremely impressive as UE5 is it still looks very static. This a question for those of you that have used it, how difficult is it to add proper physics to these scanned objects?
One thing that always bugs me about our current state of graphics fidelity is that the physics of the game world and objects in it rarely matches the quality of it's appearance which I find very jarring. The more realistic the graphics the easier it is to notice the things that are off.
Because the PhysX code for CPU is ancient and is not really supported by Nvidia.That's thanks to a minority (amdrones) rejecting the idea of gpu physx... It's now done very roughly, slowly, and simply by the cpu. Thus limits the capabilities us devs have dramatically. Nvidia shouldn't have restricted amd users from using a second Nvidia card for gpu physx though... That definitely hurt adoption.
Sadly that has more to do with Branch Prediction and the current state of CPU based physics and AI pathing than anything else, you can only throw more cores at a situation until you find yourself with a too many cooks situation and you have them sitting around either waiting for something else to finish calculating or some resource to be made available.Great breakdown, hopefully they can get core usage normalized since most enthusiast machines these days have really started to pack in the cores...
I'm referring to all cpu physics solutions VS gpu PhysX.Because the PhysX code for CPU is ancient and is not really supported by Nvidia.
Not AMD's fault, that's heavily misplaced. They where working on it with Havok. The two biggest reasons it died, if your gonna point fingers at companies, are maybe Intel and nVidia??? Intel for buying and essentially killing Havok going the GPU route and nVidia for never opening it up and switching focus to CPU acceleration so it could be used more widely.(it's the default in both UE4 and Unity)That's thanks to a minority (amdrones) rejecting the idea of gpu physx... It's now done very roughly, slowly, and simply by the cpu. Thus limits the capabilities us devs have dramatically. Nvidia shouldn't have restricted amd users from using a second Nvidia card for gpu physx though... That definitely hurt adoption.
From what I can remember, it's actually the other way around. The CPU side continues to get development by nVidia to this very day and is used allot. The GPU acceleration side is essentially dead(even though nVidia could probably make amazing use of the Tensor cores to do some insane physics stuff)Because the PhysX code for CPU is ancient and is not really supported by Nvidia.
They have announced PhysX 5.0 and was scheduled to have it out already with its new and shiny features but <insert COVID delay story here> so it's not out yet but they say soon, they are making some pretty grand promises about it so far and if half of them are true it should at long last give Havok a serious contender.Because the PhysX code for CPU is ancient and is not really supported by Nvidia.
https://github.com/NVIDIAGameWorks/PhysXNot AMD's fault, that's heavily misplaced. They where working on it with Havok. The two biggest reasons it died, if your gonna point fingers at companies, are maybe Intel and nVidia??? Intel for buying and essentially killing Havok going the GPU route and nVidia for never opening it up and switching focus to CPU acceleration so it could be used more widely.(it's the default in both UE4 and Unity)
From what I can remember, it's actually the other way around. The CPU side continues to get development by nVidia to this very day and is used allot. The GPU acceleration side is essentially dead(even though nVidia could probably make amazing use of the Tensor cores to do some insanely amazing physics stuff)
Not AMD's fault, that's heavily misplaced. They where working on it with Havok. The two biggest reasons it died, if your gonna point fingers at companies, are maybe Intel and nVidia??? Intel for buying and essentially killing Havok going the GPU route and nVidia for never opening it up and switching focus to CPU acceleration so it could be used more widely.(it's the default in both UE4 and Unity)