NG-FPS
An Epic Mega Grants backed Master Thesis about creating the Next Generation (Multiplayer) FPS. (by jpetanjek)
RuntimeMeshComponent
Unreal Engine 4 plugin component for rendering runtime generated content. [Moved to: https://github.com/TriAxis-Games/RealtimeMeshComponent] (by TriAxis-Games)
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NG-FPS | RuntimeMeshComponent | |
---|---|---|
5 | 7 | |
67 | 1,247 | |
- | - | |
0.0 | 4.3 | |
over 1 year ago | about 1 year ago | |
C++ | C++ | |
- | 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.
NG-FPS
Posts with mentions or reviews of NG-FPS.
We have used some of these posts to build our list of alternatives
and similar projects. The last one was on 2022-04-23.
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Server side vehicle physics engine?
Also recommend these documents + samples as a starting point, https://github.com/jpetanjek/NG-FPS
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"Just add multiplayer"
Oh as long as we are posting life consuming github pages.
- It would be cool if engineers could dig trenches to protect against arty.
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**Do you keep a devlog of your progress? Where? Why? And What do you log?**
For example: https://github.com/jpetanjek/NG-FPS/wiki
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The influence of lockstep and state sync on games
Yes you are right when you say that these are arbitrary, since, like I mentioned, the accumulator has the last say on what actually gets replicated ect. To address theoretical player numbers, these were given for lockstep, which is hard to optimize, since like I said all inputs must be received, and again they assume no CPU bottlenecks. I did not address state sync/positional updates as it is a huge topic reserved for my next video specifically, which has a wiki post ready for it, where I give my breakdown.
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
What are some alternatives?
When comparing NG-FPS and RuntimeMeshComponent you can also consider the following projects:
ActionRoguelike - Third-person Action Roguelike made in Unreal Engine C++. Project for Unreal Engine C++ Course & Stanford University
ue4-targetsystemplugin - UE4 Dark Souls inspired Camera Lock On / Targeting system plugin