GraphAStarExample
Unreal Engine 4 generic graph A* implementation for hexagonal grids. (by ZioYuri78)
RuntimeMeshComponent
Unreal Engine 4 plugin component for rendering runtime generated content. [Moved to: https://github.com/TriAxis-Games/RealtimeMeshComponent] (by TriAxis-Games)
GraphAStarExample | RuntimeMeshComponent | |
---|---|---|
5 | 7 | |
73 | 1,247 | |
- | - | |
0.0 | 4.3 | |
about 1 year ago | about 1 year ago | |
C++ | C++ | |
GNU General Public License v3.0 only | GNU General Public License v3.0 or later |
The number of mentions indicates the total number of mentions that we've tracked plus the number of user suggested alternatives.
Stars - the number of stars that a project has on GitHub. Growth - month over month growth in stars.
Activity is a relative number indicating how actively a project is being developed. Recent commits have higher weight than older ones.
For example, an activity of 9.0 indicates that a project is amongst the top 10% of the most actively developed projects that we are tracking.
Stars - the number of stars that a project has on GitHub. Growth - month over month growth in stars.
Activity is a relative number indicating how actively a project is being developed. Recent commits have higher weight than older ones.
For example, an activity of 9.0 indicates that a project is amongst the top 10% of the most actively developed projects that we are tracking.
GraphAStarExample
Posts with mentions or reviews of GraphAStarExample.
We have used some of these posts to build our list of alternatives
and similar projects.
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An update on the Heroquest inspired game I'm developing on Unreal Engine 5! Rooms 🚪 are now revealed once they are opened! NGL, it's starting to feel like "exploring"! 🧠This primitive "Fog-of-war" was very easy to do: it's literally just overlayed panning textures. What do you think about it?
Thanks for the feedback :) I highly recommend starting from this resource and read all the articles linked inside. My current implementation has been customized a lot by me but these articles were a great kick off!
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WIP on the squared tile path-finding for the Heroquest inspired indiegame I'm developing on Unreal Engine 5. After you roll the dice all the reachable tiles are highlighted, as well as the path to take. Cost to get there is also shown. What do you think about it? 🎲
More or less. In a few words there is a data structure that stores all coordinates and one that stores (infos on how to find) all the neighbors. The NavMesh is reprogrammed to look at them. I recommend reading this article that explains it better! ;)
Yes! I highly recommend starting from this resource and read all the articles linked inside. It helped me a lot!
- Tutorial for grid based movement
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Unreal Grid methods? I have made my own Grid System for movement and navigation, and started working on AI, and when i went to create AI Controller i noticed GridPathAI, and found functins related to Grid, and documentation is Almost non-Existent, does anyone has Experience, or can point me to it?
Check this project out: https://github.com/ZioYuri78/GraphAStarExample
RuntimeMeshComponent
Posts with mentions or reviews of RuntimeMeshComponent.
We have used some of these posts to build our list of alternatives
and similar projects. The last one was on 2022-12-15.
- Been working on a procedural terrain generator using the RMC & Fast Noise plugins. Here are some island generation outputs!
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Complex Collision Challenge (Where are the senior devs)
Are you using the RuntimeMeshComponent
- Building a StaticMesh in C++ during runtime
- C++ Examples of building a UStaticMesh at runtime?
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Help with getting started on learning how to do runtime procedural landscape generation?
Searching for ue4 and modifying a meshes vertex buffer, one quick result was this: https://github.com/TriAxis-Games/RuntimeMeshComponent which seems like a good place to start for modifying meshes at runtime in ue4.
- Cut yourself some logs right now ! (New feature) + Demo of chopping trees - Derelict WIP