Spline Meshes Are Now in PCG, So I Made a Procedural Rope Bridge

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  • Опубліковано 23 лис 2024

КОМЕНТАРІ • 31

  • @tchiocchio
    @tchiocchio 5 днів тому

    Another gem of a tutorial! An interesting thing to note, when building the vertical supports, the order of the two threads from each Transform Points nodes into the Create Spline node matters (20:40 timestamp). Connect the bottom one and then the top one, and you get crisscrossing supports, connect the top thread and then the bottom thread and you get correct vertical supports. It's a tricky thing, because the script will look identical to yours, but the order you connect those threads generates a vastly different outcome. Just wanted to call that out. Looking forward to the next one!

    • @Procedural_Minds
      @Procedural_Minds  5 днів тому

      Huh, that's interesting. It should be index 0 to index 0 no matter which goes first. In my tests it either connected them top to bottom or bottom to top. Never diagonally.

    • @tchiocchio
      @tchiocchio 5 днів тому

      @@Procedural_Minds Weird, I'll double check my script, but thanks for replying back. I thought that was a super strange outcome.

  • @Mike_Stavri
    @Mike_Stavri 5 днів тому

    Absolutely love this content! Even though I might never use this kind of bridge in my games, just the fact that you are explaining the process so well I can understand how PCG work and come up with some insanely good ideas by myself.
    Please continue doing these kind of showcases even if they are niche, because they are extremely informational!

  • @WsEKond
    @WsEKond 6 днів тому +1

    Really good tutorial! Exactly what I currently need for my game, thank you very much!

  • @woodoowooda_yt1713
    @woodoowooda_yt1713 6 днів тому

    I didn't understand everything going on in the graph bu the result is insane! This feature is soooo coool!

    • @Procedural_Minds
      @Procedural_Minds  6 днів тому

      I have other videos that tackle some of the more basic functionality, like loops. And if there's something you're not able to figure out and can't find information about, feel free to ask. :)

  • @Phraxas52
    @Phraxas52 6 днів тому

    This is 1000% what my current project is about, so I'm super hyped!
    (1000% because it's at least 10x more than I currently know.)

  • @isaacjohnson4566
    @isaacjohnson4566 6 днів тому

    Amazing!! Thank you for making this tutorial.

  • @antoniopivaldi8785
    @antoniopivaldi8785 6 днів тому

    Thank you man! That’s just awesome ! Your videos are pure gold !❤

  • @soonhosong2711
    @soonhosong2711 6 днів тому

    I was waiting this. Thanks!

    • @Procedural_Minds
      @Procedural_Minds  6 днів тому

      You're very welcome! And if you're waiting for anything else feel free to suggest. :)

  • @rednight9020
    @rednight9020 6 днів тому

    This is insane

  • @mauriciosevilla174
    @mauriciosevilla174 5 днів тому

    Nice!! It will be awesome when we can simulate physics to PCG

    • @Procedural_Minds
      @Procedural_Minds  5 днів тому +1

      You can already spawn BPs with PCG. You can just enable physics on them. :)

  • @RevolverShot
    @RevolverShot 4 дні тому

    Nice tutorial tho thanks. Really appreciate ur work. i have one thing tho. in the plank width (Video 15:13) if u look closely it is moving at the start. dunno if u fix this later but if u change the value in the create attribute to 50, so half of the cube its a perfect fit with no moving.

    • @Procedural_Minds
      @Procedural_Minds  4 дні тому

      Is this after I adjust the start offset? I don't recall it moving. I'll take a closer look when I get a chance.

  • @antoniosuarez7881
    @antoniosuarez7881 6 днів тому

    Grate, thanks bro

  • @ThatDamnedGamer1
    @ThatDamnedGamer1 6 днів тому

    So many amazing tools all over the place to find. Right now in my game dev journey is to make my own template for the types of games that I'm interested in making so its just easy to keep everything in place. Finding that a combination of splines, PCG, and terrain splines are the way to go.
    Some questions, is there a way to make it so the initial points be hidden in game? Placing textures on the meshes? Making it so if there is a slope of lets say 45 degrees it can change between pathway, bridge, or stairs?

    • @Procedural_Minds
      @Procedural_Minds  6 днів тому

      You can set the points hidden in game. And for angle you have the point information in the graph, you just need to do some math to calculate either height difference or angle and branch off of that.

  • @peterallely5417
    @peterallely5417 4 дні тому

    V cool! Slightly unrelated question - how does one generate a single point in the middle of a closed spline? I’ve faffed with distance to density, but I have one graph that’s driving many different sized spline, so a pre determined distance doesn’t work. Is there some kind of “find centre and pop a point”?

    • @Procedural_Minds
      @Procedural_Minds  4 дні тому

      You could take all the positions of your points and then get the average by adding them all up and dividing by the amount of points. That's your center. :)

  • @lebronthegoat3509
    @lebronthegoat3509 6 днів тому

    super cool - im new to unreal and have started learning using the PCG system and it has helped with a lot of things, and pretty fun to play with. Its possible to generate these PCG graph meshes at runtime? Say a characters weight could affect the parameters in the pcg_graph so that the bridge reacts to weight? Is that possible

    • @Procedural_Minds
      @Procedural_Minds  6 днів тому

      Yes, completely possible when you combine it with a blueprint. :)