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Dig.

  • Writer: Paul Swarrow
    Paul Swarrow
  • Nov 14, 2023
  • 1 min read

Receiving a new job knocked me down for a while. But after a bit of adjustment I can proceed with the project.

Not so sure that I will proceed with the plugin idea though. It seems the solution for the navigation on the moving surfaces is too clumsy so it's not something to show off.

But I've updated my pc and allowed myself to have a dedicated amount of spendings on my game.


So now it's time to dig! Since now I don't have hardware restrictions I started with a bit of visual improvements. I bought a ship! (A model I mean).

Model is not perfect and a bit messy but I can train how to prepare a ship model to be integrated in game:


So the plan:

  • Clean up the model structure and separate into several parts

  • Provide a convex collision solution so the character can walk inside it while the ship is not static.

  • Sails: fix materials, rig and prepare for cloth simulations

  • Stations: various interaction points for sail management, guns etc

  • Ladders, hatches, doors etc



Spend a day to figure out how to solve convex collision restrictions for the ship. Thanks to GPT again now I know that it's enough to create some amount of UCX colliders from the original mesh so the will from custom collision during import to Unreal.

Gods bless AI! I would never find a solution cause all information about this seems to be about 2013. I would never think it's up-to-date!


Anyway, Now I have an easy to implement (though time consuming) solution without the crazy workarounds I was mentally preparing myself for.

To see a nice walkable deck inside the engine is something. A huge bag of motivation earned.



 
 
 

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