Notice that the filesize is ~265mb , considering that this is an Unreal Engine 5 game - I’m pretty happy with how much I managed to optimize.
Tested it on GTX1650 mobile , runs at 30-50 FPS.
The character is a SubD model, unwrapped and animated in Blender.
The megastructure is a pointcloud wrapped with 14 different types of SubD models (GH shennanigans) . Unwrapped in Blender.
I can’t wait for the UV Editor rework to happen.
Either way - the aim was to use the power of Grasshopper in tandem with UE5 to see the limitations of this approach. And I have to say - the future is bright.
I got about 16 minutes in, 60% complete and then fell =P quite entertaining actually and having seen the workflow previously on your YouTube channel it was great to experience the implementation! Gave me some ideas about how to utilize the point cloud approach for other concepts as well.
Hmm that’s so strange. P1000 has the same VRAM capacity as GTX1650 (which I used for testing) and I always floated around 90% of utilization. Wonder if it’s a driver thing that’s pushing the P1000 over the limit.
I installed the latest 517 driver . I think it might be a windows 11 thing. Especially with the new GPU scheduler. No idea but I’m running about 50mb over budget. But the game is still very playable.
Love the visual quality! And the sound ambiance was nice too!
I presume this is an exploration game where the journey is the goal, but for me my restlessness kicked in after the 4th plummet to the ground
So I wish there were some cheat/hint system that could kick in, just to show a path so I could get the patience to see the entire model. Or a god mode so I could fly, or a jump multiplier to reach higher. (Both are simple to implement, the path could just be a geometry that is shown for 1 second when a key is pressed)
Nono, guiding, double-jumps and jetpacks takes away from exploration. Reaching the end goal needs to be earned.
From the stats that I gathered - current world record sits at 43 minutes (not counting me as the dev).
My personal best is 24minutes. I think the whole game can be done in 15. There’s no need to cut it down even further.
Also really really happy to hear that you played it
This is a gigantic, wonderful offering for the community!
I have been working on similar things getting huge models into unreal and your insights and knowledge was not only helpful but was a pleasure to follow along with. It gave me many more ideas to follow up on.
Currently I create buildings in Gh and export them to unreal using datasmith but it would be better to export the module/s and build the buildings in Unreal ala your methods. I still have to understand the details of your tutorials, I watched the series once and now am rewatching to see how I can apply some of your methods to what I’m doing.
When I get my stuff up and running, I’ll share the GH and excel scripts here.
Thank you for this generous and insightful series!
Roland M
Happy to read this!
As for sharing your own findings - please DO! I’m really interested to see what directions this approach might take.
Also without spoiling too much (and also without putting too much pressure on mystelf to actually do it) - there might or might not be a new GH->UE5 tutorial set coming real early '23
Hi @gkirdeikis,
Argh I didn’t realize you had so many incredible useful tutorials!
I just watched your sub-d landscape design; I really enjoyed your use of slope coloring in GH to help with slope adjustment while modeling.
Looking forward to what you come up with in 23.
RM
@gkirdeikis
Sucess and it’s all due to your brilliant tutorials. I can’t believe how beautifully your method worked. I’m replicating office cubicles that go on all four walls and the roofs of buildings in kind of an M.C. Escher type of environment where the characters can walk on the walls. I was able to swap out materials and put animations on maybe 8000 screen monitors as well. At one point I added an animated character to my block via swap out and built that into a blueprint but that was indeed too heavy, or I used the wrong approach.
One thing I wish I could add to the blue print is to have it auto insert itself at the correct location instead of having to drag it out of the content drawer.