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UE4 Hovertank Game - Radar Improvements! [Stage 2]

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Been working hard on my radar system for the last couple of days. Made some huge changes, still a little bit of work to do in regards to the draw ordering etc.
The first thing that I'm most proud of is that all the blips are hardware instanced, meaning you can literally draw thousands of them without making a dent in performance. Every blip is an instance of one blip, and a special material extracts information packed into the UV's of each instance to determine position, size, colour, opacity, shape etc.
The second is that I finally have a mesh drawing to screen via Slate! The compass mesh itself doesn't rotate, I use another mesh instance with UV data to rotate the texture based on the players' heading direction.
So far all functionality is similar to BZ2. Units can be 'stealthed' too (optional, shown on the second level) - whereby without direct LOS units won't be 'pinged'.
Friendly / Ally units also share their ping data with the player when in range. The global radar will have the same functionality. The most expensive part right now is drawing the grid lines, which I hope to be able to reduce using a spatial hash for the grid points to save transforming un-rendered vertices.
Overall, very pleased with the results! Anything is possible it seems!
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