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Haywire Interactive
Приєднався 8 сер 2022
On All Fronts Demo 16: Multiplayer 2,000 soldier city battle
Game info: onallfronts.gg/
Discord server: discord.gg/6Yj2MsQTjz
Discord server: discord.gg/6Yj2MsQTjz
Переглядів: 695
Відео
On All Fronts Demo 15: Tanks, AI voice lines, AI combat in 2,000 soldier city battle
Переглядів 1,5 тис.Рік тому
Credit for the M1A2 tank asset goes to www.unrealengine.com/marketplace/en-US/profile/Yarrawah Interactive. Project info: github.com/HaywireInteractive/OnAllFronts-Public Discord server: discord.gg/6Yj2MsQTjz
On All Fronts Demo 14: UAVs, ragdoll physics, and DLSS 3
Переглядів 343Рік тому
Battalion commanders and higher will have access to UAVs. Here's a basic demo. We also added ragdoll death and DLSS 3 support. Project info: github.com/HaywireInteractive/OnAllFronts-Public Discord server: discord.gg/6Yj2MsQTjz
On All Fronts Demo 13: Artillery
Переглядів 1,3 тис.Рік тому
Company commanders and higher will have access to artillery. Here's a basic demo. Project info: github.com/HaywireInteractive/OnAllFronts-Public Discord server: discord.gg/6Yj2MsQTjz
ProjectM Demo 12: Drone with Thermal and Night Vision
Переглядів 198Рік тому
Platoon leaders and higher can use a handheld drone to scout for nearby threats. Drone includes thermal and night vision. Credit for drone goes to www.unrealengine.com/marketplace/en-US/product/advanced-drone-system. The noteworthy aspect of this effort was getting the drone to work well with UE 5's Mass Entity system. Project info: github.com/HaywireInteractive/OnAllFronts-Public Discord serve...
ProjectM Demo 11: Squad Formation Selection
Переглядів 260Рік тому
Squads can position in various formations now. Project info: github.com/HaywireInteractive/OnAllFronts-Public Discord server: discord.gg/6Yj2MsQTjz
ProjectM Demo 10: 2,000 Soldier Mass Entity Stress Test (First Optimization Pass)
Переглядів 1,8 тис.2 роки тому
Building on top of previous video, with only optimization being reducing the number of triangles rendered via static mesh LODs. Project info: github.com/HaywireInteractive/OnAllFronts-Public Discord server: discord.gg/6Yj2MsQTjz
ProjectM Demo 9: 2,000 Soldier Mass Entity Stress Test (Unoptimized)
Переглядів 9182 роки тому
Note how the frame rate is only good while zoomed in. The issue is the use of high polygon vertex-animated instanced static meshes for all soldiers. If we'd switch to lower poly non-animated instanced static meshes for further soldiers we'd get better frame rate. Project info: github.com/HaywireInteractive/OnAllFronts-Public Discord server: discord.gg/6Yj2MsQTjz
ProjectM Demo 8: Command Drone (Work in Progress)
Переглядів 892 роки тому
Project info: github.com/HaywireInteractive/OnAllFronts-Public Discord server: discord.gg/6Yj2MsQTjz
ProjectM Demo 7: 20,000 Soldier Battle with Mass Entity ECS in Unreal Engine 5 City Sample
Переглядів 3,3 тис.2 роки тому
New features since last video: 1. City Sample large map with 10x as many soldiers as previous video 2. New soldier model (from Unreal Engine Marketplace) 3. Sound and visual effects 4. Soldier death animation Project info: github.com/HaywireInteractive/OnAllFronts-Public Discord server: discord.gg/6Yj2MsQTjz
ProjectM Demo 6: 2,000 Soldier Battle with Mass Entity in Unreal Engine 5 City Sample
Переглядів 2,6 тис.2 роки тому
New features since last demo: 1. Soldiers have walking animation 2. Soldiers move in squad formations 3. Player FPS mechanics Project info: github.com/HaywireInteractive/OnAllFronts-Public Discord server: discord.gg/6Yj2MsQTjz
ProjectM Update: Added Walking Animation to Soldiers
Переглядів 1072 роки тому
Close soldiers are actors while farther ones are instanced static meshes using vertex animations. Project info: github.com/HaywireInteractive/OnAllFronts-Public Discord server: discord.gg/6Yj2MsQTjz
ProjectM Demo 5: 2000 Soldier and Tank Battle with Mass Entity in Unreal Engine 5 City Sample
Переглядів 6812 роки тому
Yes, we're aware there are lots of bugs. Note this is the City Sample small map. The City Sample large map will come in due time. Project info: github.com/HaywireInteractive/OnAllFronts-Public Discord server: discord.gg/6Yj2MsQTjz
ProjectM Demo 4: We have tanks...with a lot of bugs
Переглядів 912 роки тому
We have basic AI tanks working, but with a lot of obvious bugs which need to be addressed. Project info: github.com/HaywireInteractive/OnAllFronts-Public Discord server: discord.gg/6Yj2MsQTjz
ProjectM Demo 3: 1000 vs 1000 soldier city battle with Mass Entity in Unreal Engine 5 City Sample
Переглядів 3852 роки тому
1000 vs 1000 soldier city battle! New features since the last demo: 1. Integrated into City Sample (small) level - www.unrealengine.com/marketplace/en-US/product/city-sample 2. Added a map with ability to possess other soldiers and set move commands 3. AI uses pathfinding to get to destination Project info: github.com/HaywireInteractive/OnAllFronts-Public Discord server: discord.gg/6Yj2MsQTjz
cant wait to play this game in 2035
@@lesliebaker2494 we’re planning to get it out much sooner than that but then again it’s game development we’re talking about 😅
project dead?
No, just multiplayer has been taking longer than expected, but getting close to making another update video
looks nice you still working on it ?
Thanks, yes we are. Planning to have a video out soon showing basic multiplayer support.
@@haywireinteractive nice are we going to be able to play it once completed
@@shekir2008 yes that’s the plan
@@haywireinteractive How has the experience of using Mass AI in unreal has been for it. Did that go smoothly or cause many issues?
@@anubhaBanerjee Overall it's going well, but it is a lot more work than traditional UE development as a lot of systems in UE are designed for actors and we're having to create new versions of those systems for Mass in some cases. One example is Crowd Detour, UE's system for NavMesh movement with avoidance of other crowd members.
Make a commanders of small squad And also make a general for whole army
Is it possible to add ik animations or unique AI decisions into this type of data construct?
When using UE's Mass entity system (which is how I scale to thousands of soldiers), the entities that are represented by actors can use IK animations, the rest which are further from the player are represented as instanced static meshes with vertex animations where IK isn't possible AFAIK. Unique AI decisions are possible. You can use UE's State Tree with Mass to make it a bit easier to structure AI behaviors. Epic's City Sample project is a good example of using State Tree with Mass.
This game looks awesome keep up the good work!
First comment!!
Hey, how did you extract the city from city sample, everytime i try migrate it the engine crashes
Migrating from City Sample causes all sorts of issues. Instead I setup the project as a UE plugin that I can insert into the City Sample UE project. I have some old instructions for a very old build of the game here which can give you an idea: github.com/HaywireInteractive/OnAllFronts-Public#adding-plugin-to-existing-project.
Thanks man, ill try that.
@@mcdonalds8701 I actually figured out a way to migrate the small city from City Sample: forums.unrealengine.com/t/migrating-world-partition-level-with-hlods-across-projects/1302340?u=leroyyyy231. Large city still crashes UE.
sick
Hey man saw your article on the Unreal Forums about MASS replication. Were you able to get that set up and if so how would you rate the difficulty?
I haven't gotten to that yet, but if you want to ask questions about it, there are some people that have used it in discord.gg/unreal-slackers under the Mass channel.
@@haywireinteractive I’m in there thanks. I’m currently using the mind map that either you posted or someone apart of your team. It’s very helpful for mapping out which classes to copy and extend
what system you playing on , nasa pc ?
lol, this was on a i7-9700K 3.6GHz, GeForce RTX 2070 Super, 16GB RAM, and still lots of room for more optimization. The reason we can scale so much higher than traditional UE games is thanks to the UE5's new Mass Entity system.
Why no LODs for the soldiers?
This was a series of two videos “before” and “after”. Basically did LODs for the “after” and this video is the “before”.
@@haywireinteractive Ah didn't see that. Do LODs just work for the AnimToTexure Plugin? (If you are using that)
@@kettenotter Yes we’re using AnimToTexture. In the anim to texture data asset you specify which LOD to use from the skeletal mesh and static mesh. I haven’t been able to get those LODs to work in a single static mesh, I’ve had to create a separate static mesh for each LOD, then in Mass visualization trait you can use the different static meshes for different Mass LODs.
How long did it take you to learn this?
A few months working on it part-time. Though I already have a background doing C++ development.
it looks really great..great work..how long you work with ue?..I see that you have a lot of experience with ue and c++
Thanks. I’ve only been working with Unreal for 1 year but most of this is done in C++ which I have done for about 5 years.
@@haywireinteractive do you use HISM?
@@Mr.Sunshine2023 These are ISMs, not HISMs. It's the same setup as Epic's City Sample project. You can configure different ISMs for each Mass LOD if desired.
That' was an excellent idea! thanks for sharing it !
Lol you just dragged and dropped some garbage and you are calling it an asset XD go back to studying for secondary school or your mom will get mad
Leroyy! How you doing?.Thanks-unusual .have a good day!
What?
If your "what" is referring to Robert's comment, we're in a weekly meeting on Thursdays
Looking really good though! Really clean
Getting sneaky preview for Thursdays ;)
Hey man, this is amazing!! I'm looking for more information to implement hordes with Mass Entity mass there's little about it. Thanks for sharing your project on Github. Do you think about launching a tutorial talking more about it?
Thanks! Unfortunately I don't have time to create tutorials at the moment but my GitHub project has examples of how to do everything you see in the video. If you need code pointers you can add me on Discord (in the description). Some other good resources are ua-cam.com/video/f9q8A-9DvPo/v-deo.html and looking through the City Sample code for how they implemented crowds and traffic in the Mass Entity system.
@@haywireinteractivetutorial please
This looks awesome! Keep up the good work!
Awesome work, really interested to see how this continues to develop
Thanks. If you're interested in helping out see the video description.