I'm testing out real-time water simulations in Unreal 5.8. Here I'm spawning about 1.3M GPU particles per second for the liquid, and ~40K/s for splash & foam.
I like UE.There are tons of exciting new tech to explore. But why make UE6 so heavy and tie it to UEFN and the metaverse, instead of giving us a clean, decoupled engine?
Hey Everyone. Our aim is to ship Early Access for UE6 by the end of 2027 and Blueprints will be supported in Early Access and the initial UE6 releases, but deprecated in the future.
Deprecation will mean a feature continues to be available without improvements, then is eventually removed. This timeline will be clearly communicated along with ways to migrate projects to Verse.
We recognize the value that Blueprints brought to UE4 and 5, but we strongly believe that Verse will become a more powerful and capable way to create game logic. We’ve already seen both experienced and new programmers create amazing things with Verse that would be challenging to do with Blueprints.
More details and conversations from us around this to come as UE6 Early Access approaches.
This is the performance improvement log for the multiplayer (P2P) component. Following some performance optimizations, we are now increasing the maximum player limit from 100 to 200.#indiedev#gamedev#ゲーム製作#devlog#indiegame
#Devlog Kingdoms of Platforms #3 🔊🧑🌾
Now the game looks very well!
- Added simple sound effects: Walk, jump, attack and hit
- Added the very first weapon to the game: A rake
- Simple enemy model with knockback system
- Soon: Enemies Part II 👾💥
#LOVE2D#GameDev#IndieDev