The world’s most open and advanced real-time 3D creation tool, Unreal Engine 5 will be available in preview in early 2021, and in full release late in 2021, supporting next-generation consoles, current-generation consoles, Windows, Mac, iOS, and Android. Its novelties are Nanite and Lumen system.
Nanite virtualized geometry means that film-quality source art comprising hundreds of millions or billions of polygons can be imported directly into Unreal Engine — anything from ZBrush sculpts to photogrammetry scans to CAD data — and it just works. Nanite geometry is streamed and scaled in real time so there are no more polygon count budgets, polygon memory budgets, or draw count budgets; there is no need to bake details to normal maps or manually author LODs; and there is no loss in quality.
Lumen is a fully dynamic global illumination solution that immediately reacts to scene and light changes. The system renders diffuse interreflection with infinite bounces and indirect specular reflections in huge, detailed environments, at scales ranging from kilometers to millimeters.
Hello again everyone, for the second dev log we are going to talk about the early days of programming, the problems we had and what future the reserves.
So first of all we started creating the basic mechanics (Walk, dash and pick up), they weren’t too hard to create, although they did create some funny bugs that where eventually fixed
After that it was when things started to complicate, we needed to create a shooting mechanic, which alone was easy, but when hitting the adversary it should put the other player on a ragdoll that complicated things.
We started searching what was the problem and noticed that the character needed two animations for the character to get up, one when the character had his belly turned down and another when it was looking up, after some new animations taken from mixamo and some work we made it
At last we needed to make a local and online multiplayer, this one is still at work, but as it stands right now it already has the menus and can connect to a server, but it isn’t playable yet.
As for what future reserves, we still need to finish the multiplayer so it works, and then we can start polishing the mechanics and if we have time, create some extra ideas that we have for the game.
That is all from the programming team, stay tuned for more dev logs in the future.
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This week we are share some concept art of the characters!
In this devblog we showcase the work done in the last two weeks.
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I'm waiting for it to make my own game. Making assets and planning for it.
lol waiting for gears 6 using this engine, there will be no unreal tournament 5 at all
oh boy
It seems quite promising. This engine has enormous potential. It's definitely immersive and realistic.
I have longed for a third installment in the KotOR series and it would be a dream come true if they made it using this software, but it's only wishful thinking. To be honest, I'd love to see another Witch-er video game, because this franchise has limitless potential and relatable characters. And I've seen the Witch-er III launch cinematic numerous times and that's what I wish to see in a sequel.
I honestly think that games have a bright future. And new game engines will merge with reality to some extent someday. I'm glad that visuals will be so realistic now and that they'll encroach/border on reality in the near future. So excited.