Work In Progress | Side projects
A collection of various tests and projects I did in my spare time or for projects that never saw the light of day
Runtime Virtual Textures
This was a fun experiment I wanted to explore. I was fascinated with how Black Myth Wukong achieved their snow deformation and after reading more into some blog posts and devlogs, I saw that they used RVT and so I wanted to see if I could replicate that effect even half as good. The process required me to make extensive shader work and WPO manipulation, I researched into Heightfield meshes and how I can use RVT to draw an accurate map of where an object/player is and use that to deform the landscape, giving the illusion of snow deforming.
Socket Targeting
This is from a project I worked on in 2021 and that has been completely remade since then but I thought I would show a cool prototype I made for the game. The goal was to have a lightning ball that works as travelling projectile and damages enemies within its path, the spec wanted it to have lightning sparks that targeted different sockets on an enemy NPCs and also any static world objects that have a tag such as metal etc.
Spline Generator
Created a dynamic road spline generator which you can attach other meshes, blueprints decals and end/start points, covering everything you need to make a road. This was mainly just a practice piece to get familiar with spline objects, I did notice that creating the class in C++ made it a lot more efficient.
Modular Buildings
Another practice piece where I tried my hand in creating modular buildings using object bounds values and Instanced Static Meshes to stack and randomise building components and orientations. This was all done in Blueprints