Unity Engine Megacity tech demo

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Pfft - I could do that in less than a day in UE4
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Loobyluggs:

Pfft - I could do that in less than a day in UE4
ok. timer has started. ill check back in 24 hours.
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I want to try that Heretic demo.
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Clawedge:

ok. timer has started. ill check back in 24 hours.
I'll patiently sit by and wait for you to deliver the assets to me, and then I'll plug them into UE4, create all of the Instance Static Mesh arrays and have some screenshots for you before the day is out. [youtube=SJSGfnZ9cz8] My point (crudely made by me) is that using arrays to create large scenes is old news, and can be put together in Unreal (and has been like this for years) very quickly. Another video to look at for examples of using fabrications would be this: [youtube=3cVdYq2MYok] This is really good tool I use, and...it was free! The basics of not loading similar models, but using arrays is a very very very cheap way of populating levels - but not making game graphics fall apart under the stress. Another company to look at for this sort of thing is Houdini - and they just provided a new video for their toolset: [youtube=9T6cTj-nQgo] These guys are super-laser-focused on game development, and just use some pretty nifty mathematics to create node-based solvers to just 'fix' the problem(s) of huge levels, physics, instancing etc.
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@Loobyluggs : I think you missed point of demo. It is not about developing large game worlds fast. It is about having large number of objects in large world on screen while having playable fps. In other words: "A lot of details." None of the things you shown have that kind of details.
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something something multipass
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Fox2232:

@Loobyluggs : I think you missed point of demo. It is not about developing large game worlds fast. It is about having large number of objects in large world on screen while having playable fps. In other words: "A lot of details." None of the things you shown have that kind of details.
Um, cross purposes here as I really think I do and did understand what it is they are showcasing: instancing and arrays, which is what I referenced in the examples I pointed you to.
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Astyanax:

something something multipass
Leeloo Dallas Multipass?
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Loobyluggs:

Um, cross purposes here as I really think I do and did understand what it is they are showcasing: instancing and arrays, which is what I referenced in the examples I pointed you to.
Even if you may have got idea, things you shown are nowhere near in terms of complexity and density as demo in OP.
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Fox2232:

Even if you may have got idea, things you shown are nowhere near in terms of complexity and density as demo in OP.
It wasn't to showcase an exact copy of it, but to serve my point; which it did.
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Does this mean I can finally turn my tree draw distance up to 6th gear?