Thoughts on Unreal 5 Reveal So Far


Been thinking about the latest Unreal 5 game engine reveal. In particular, since I work as an independent game develop and gameplay programmer, the things I tend to seek for in a new game engine is what features it provides, and with it, what cool game mechanics and systems I could implement. From that perspective, the reveal trailer opens…a few interesting opportunities, but leaves others wanting.

On the positive, the virtual polygon rendering system is genuinely a huge game changer. Without a question, some of my biggest struggles in level design is keeping the number of polys low enough for the game to be able to run at a consistent frame rate. I also trust Epic Games to have implemented an easy-to-use occlusion culling system to further improve performance. This does mean not only is it going to be much easier for environmental artists to develop highly detailed (presumably static) environments, but also allow level designers to create larger worlds without a huge concern in performance drops. This does, indeed, open up a lot of possibilities.

As mentioned prior, I’m seeking for how to open up new ways of play, and that was where I came less impressed with the trailer. For example, the trailer only casually goes over what its animations, particle system, sound engine, and most important for me, physics engine can do. What about AI? Procedural generation? Improvements on Blueprints? Different platform and controller support? Music mixing? Even the parts that were demonstrated left me wanting. The trailer didn’t go over whether any of the destructive parts (e.g. ceiling caving in) were already pre-made or not. They didn’t go over what the complexity of implementing the particle system’s AI was like. And their demonstration of the sound system really appeared sparse at the moment. Even the new light engine didn’t feel too revolutionary: there’s already been a lot of games out there where playing with lights is the core mechanic, and more realism in it doesn’t add anything for a game designer. Only the IK animations stuck me as a standout feature apart from the virtual polygons engine, and helps really open the window to new and interesting kind of gameplay.

From a business perspective of things, it makes perfect sense to me Epic would focus more on streamlining the process of importing and rendering graphics. Just the idea of being able to directly import models generated from 3D scans opens a ton of opportunities for even indies. I’ve been dying to utilize a couple of cheap photogrammetry and 3D scanning apps for my games! That said, if I had to choose which company is making more interesting headway in new game design ideas right now, I’d have to hand it to Unity’s focus on Machine Learning. There are a ton of really interesting opportunities in that field that, I feel, still aren’t well explored yet. It’s just such an exciting area that is ripe for creating new ideas.

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How to Split Up an Existing Unity Git Project into Smaller Unity Packages


Update 4/29/2020: indicated new dependencies added in Template Unity Package under Step 8 that should be left in the asmdef files.

After years of making a ton of Unity games, I’ve accumulated a lot of tools that are gathered into a single Template Unity Project that I start every game jam project in. That said, the project is now much larger than I would like. Some tools, such as the web host domain list, is only applicable for projects intended to be exported to the web. In addition, since everything is built on the same project solution, compiling new scripts takes longer than necessary. So I figured it was time to split up this mammoth project into smaller Unity packages. But how?

True to Unity’s theme of democratizing game development, they have extensive documentation on how to utilize the new Unity Package Manager to better import other tools and projects. Furthermore, mob-sakai has an excellent tutorial on how to setup a Git repository with the command, git subtree split, such that the Package Manager can easily import the project. But all these information are only great for creating a single Unity Package; what if, like me, you have a sprawling Unity project that you want to split up into multiple, smaller Unity Packages? After doing some research, I’ve came to the conclusion that the best method is to use Unity’s local package directory structure, and more importantly, git submodule add to nest another Git project to easily drag-and-drop project files into. This post will go into more details on how this works.

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SIGGRAPH DC’s Intro to Unity presentation


For those living near Alexandria, VA, my Intro to Unity presentation for SIGGRAPH DC is coming up on Thursday, April 15th. It’ll start at 7:00 pm at the US Patent and Trademark Office in 600 Dulany Street, Alexandria, VA 22314. Look for the Jefferson Building.

There’s also a free Lightwave license giveaway!

You can sign up at the Meetup link below:
http://www.meetup.com/DC-ACM-SIGGRAPH/events/113654002/
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