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LOD example #42
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LOD example #42
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Added a sample & demo on how to handle per instance ISM data.
Additional clarification of a processor
Per instance Material data from a Processor to Instanced Static Meshes sample
Add basic square formation with x amount of units
…avoidance stops working while standing)
Add shared fragment to modify formation sizes Add some additional comments
Refactor RTSAgentTraits so that traits/fragments are separate from processors Streamline logic so readability is more of a focus over performance
Update RTSFormationExample map
Add simple actor visualization for entity destruction
Experimental changes for resolving Visualization
Add simple check for entitysubsystem
Allows player to create entities to add to the unit
Optimize adding and removing entities from unit (unit index of swapped unit still needs to be resolved) RTSFormationUpdate still takes ~22.2ms with 5000 units. My guess right now is division/remainder calculations taking up processing time. Add RTSFormationDestroyer for handling entity destructtion (still needs testing)
…led in the observer processor
Fix destroyed entity not being properly filled in
…get repeated to the same entity Begin implementing rotations to units in formation, still jank
Add Spawning units function
Clean up RTSFormationProcessors
Modify SpawnNewUnit() so that a position can be specified
Update RTSFormationsExample.umap
Sorry this is a little messy, I just have a new idea for MassSample and should have created a new branch in my fork first
Add LODExampleProcessors
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I think im being a big doofus and need to relearn git lol |
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If you have to put them both in one PR, that's fine... May as well! |
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Ah gotcha, in hindsight i should have done separate branches for my work from the start. I just didn't expect to create multiple PRs so soon. I'll definitely get it right for next time lol |
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Just wanted to post a quick discovery on the bug I mentioned earlier: This appears to be caused by a conflict between MassSample-LODTest.mp4I can't exactly say whether or not this is intended logic. In my opinion, if an entity receives It should be noted that TL;DR |
Switch ForEachEntityChunk to Parallel
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Simple example showcasing LOD capabilities with both Visualization and Processor logic.
Edit: This PR should only have changes in the Plugins/LODExample but I made a few oopsies and initially made the mistake of making changes in main. (the reason for a lot of commits listed below, those changes have since been moved to another branch)
MassSample-LODExample.mp4
Some additional notes