@vector_of_core All depends on how you scope it. single player ARPG where can control enemy denstiy etc a bit, i'd say maybe it's do able. but twitch pvp with uncontrollable scenarios...not so much
This is some sort "chain lightning" setup I build (since I always wanted to work on a aRPG anyway) testing the new Ai compressed ZibraVDB in Houdini/Unreal. Simulated with Axiom Solver in Houdini and such.
#unreal#axiomsolver#zibravdb#volumetrics#simulation#sidefx#houdini
Learning how the #ZibraVDB compression deals with density values over 1, which does happen a lot when simulating in #HoudiniFX with #AxiomSolver and by adjusting for that before exporting I manage to get more detail out to be able to do dense thick smoke.
#Zibra#SideFX#UE
I put a 4K high fps version of this on youtube. Not sure about the video quality here. And there is some more info there.
https://t.co/TttxBv7Aby
This is some test setups I have done with ZibraVDBs in Unreal.
#zibravdb#zibra#houdinifx#sidefx#sidefxhoudini#axiomsolver
Boss fight in the clouds ☁️.
Happy cloudy Halloween 🎃 !
Skeletal Volumetric Clouds, running in realtime in UE5 using the SVT Helper plugin.
https://t.co/OZgfQvdoGN
Working on getting some polish on this turd. Enemie animations done with VAT - sampled at 60fps. Powered by #ue5 and @ajmmerten's amazing #flecs API.
Gibs are generated with a custom Houdini tool i'll expand on later, maybe. :) #indiedev#indiegames#screenshotsaturday