#Unreal_Engine
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aresdifesa · 1 year ago
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Accordo tra Leonardo e ST Engineering Antycip per lo sviluppo di un Image Generator avanzato La partnership ha lo scopo di sviluppare un nuovo concetto di simulazione e generatore di immagini ad alte prestazioni per la progettazione digitale di aeromobili e l’addestramento dei piloti. L’approccio tecnologico si basa sull’uso estensivo del concept design del digital twin . Ciò include lo sfruttamento delle tecnologie all’avanguardia disponibili sul mercato, integrate da soluzioni proprietarie di Leonardo, per tutte le componenti dell’ecosistema digitale, compresa la tecnologia di gioco. In linea con la strategia digitale aziendale, Leonardo ha siglato un accordo con ST Engineering Antycip – leader europeo nei servizi di Realtà Virtuale, Simulazione, Visual Displays & Engineering – per sviluppare una versione personalizzata di
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dappergoatentertainment · 5 years ago
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Update: New cave walls for level 2
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grgc25 · 8 years ago
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i made it!!! #google #daydream #vr #virtual #reality #virtual_reality #ue4 #unreal_engine #xperiaxz #videogame #development #test #gameplay #fps #shooter
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commentsense888 · 7 years ago
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Unreal engines by 0x4f0x770x610x690x73 https://www.reddit.com/r/ProgrammerHumor/comments/8off8h/unreal_engines/?utm_source=ifttt
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fvmods · 4 years ago
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Mreža TV, are you using @unreal_engine for @uzdravmozak ? @mrezasplit There is Preview text stapled across the desk and the window. 🙂 good show though! You can Build Lightmass or disable the text in the settings. #mreza #mrezatv #davorjurkotić #jurkotic #tv #televizija #desk #window #redcarpet #whitehouse #joebiden #donaldjtrump #trump #biden #unrealengine #ue4 #epicgames #environment #scene #bluesky #comedy #komedija #croatiantv #televizija #television https://www.instagram.com/p/CTfpbGRMPxU/?utm_medium=tumblr
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uniongamesnews · 4 years ago
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BioShock 4 is built on a new generation of technologies Unreal Engine 5
There is new information related to the next part of the BioShock first-person shooter series.
#BIOSHOCK, #2K_GAMES, #UNREAL_ENGINE, #KEN_LEVIN, #BIOSHOCK4, #CLOUD_CHAMBER, #UNREAL_ENGINE_5, #UE5, #HOAGY_DE_LA_PLANTE, #SCOTT_SINCLAIR, #SHOOTER, #GAMES_NEWS, #PS5, #PLAYSTATION5, #XSEX, #XBOX, #XBOX_SERIES_X, #XBOX_SERIES_S, #PC
#pc
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quickyblog · 5 years ago
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ऐपल, एप जज के नियमों से एपिक गेम्स के फोर्टनाइट को बार कर सकता है https://tinyurl.com/y2bq2lcu #app_store #apple #fortnite #fortnite_app_store_removal_epic_games_us_judge_ruling_epic_games #unreal_engine #एप #एपक #ऐपल #क #कर #गमस #जज #नयम #फरटनइट #बर #स #सकत #ह
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mnlcleanupcrew · 9 years ago
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(Author’s Note: Taking time out from blogging as an webcomic artist to wax enthusiastic about CryZENx and his amazing work in Unreal Engine. If you want your nostalgia button broken, these’ll do the trick).
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krissiefox · 4 years ago
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I wanted to recreate an interesting scene from a dream I had and used the Killing Floor 2 SDK to do so.
This strange fridge is named "Father" in the dream, (which played out like a video game). Father was a human but his consciousness is now in the computer stored in the freezer compartment. The flowers below are all he has left of his wife so he keeps them safe within his compartment. Within the dream, the option to place other objects alongside the flowers was available. I was also able to use the keyboard on the shelf below the computer tower to interact with Father. Father is very calm and well-spoken, but later as you leave this old cabin in the woods, he takes upon the form of a large monstrosity, part humanoid part machine - reminiscent of Killling Floors' patriarch. At this point you have to escape as he persues you through the woods.
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dappergoatentertainment · 5 years ago
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Level 2 Bridge Prototype now in progress
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curtisjumpfwxb3992 · 8 years ago
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“Roaming Rail Shooter” Status Update #4
Engine Progress; 
Not a huge amount of art progress this week, but there are certainly a couple of engine improvements. I do think the former needs a lot of work still, but it occurred to me that the objects actually produced for the level should really be in line with how the game plays... Something that itself needed a lot more work.
So, improvements!
Demo Vid 3, Easy Enemies;
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(Video link here in case Tumblr eats it. Music courtesy of “Sound of a Shadow” from Youtube!)
First off, the collision is massively tightened and the enemy bullet speed tweaked, making the game a whole lot more playable now! Thruster/Booster effects as well as explosions have been added, and the enemy fire patterns work on a randomised sequence to prevent them from all firing at the same time. There is a variant engine with aggro sphere triggers, but it makes the telegraphing of attacks a lot less obvious, which I think is a problem.
Overall this level is simply designed to be a test of playability, as I’m still not entirely sure what is the funnest way to construct levels for this type of gameplay.
Oh, and the turrets and UFO enemy models are new! No original textures yet, through.
All of the sounds are placeholders, but I figured it would be worth experimenting with the programming for them at least! 
Demo Vid 4, Hard Enemies;
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(Video link here in case Tumblr eats it. Music is courtesy of “Sound of a Shadow” on this one too!)
This second level has more daring level design and much more difficult enemies. The turrets can track vertically and some of the UFOs fire three shots in a spread-fire pattern. Two more original types include a UFO that chases whilst firing, and a turret-less UFO that simply follows. The moving enemies have a bit of a problem with moving directly through terrain, through... I’m not really sure why, since they are supposed to be block all dynamic. The class system really needs a serious overhaul.
In general this level is simply supposed to resemble an actual level more, with a more clear overall direction. It works alright I think, but could probably do with being easier/walling the player in a little more rather than letting them fall off the edges all the time.
To Do List;
Fix the class system so I can add more things like alternate projectiles and power-ups!
Improve the textures, through still using a low-bit art style.
Finalise what type of enemies the levels will actually consist of (I.E. Find out what type are actually fun to fight against, massed stationary or hand fulls of mobile ones).
Making an enemy that takes multiple hits would probably be a worthwhile experiment, too.
Actually create some original level terrain objects.
Overhaul the way that the player character’s on screen position is maintained. It actually works really well right now, but I can only manage half controller support, because said position relies on translating the mouse’s position using the “to world space” function...
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grgc25 · 7 years ago
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here's a #night #scene i made in #unreal_engine just for #practicing with the skybox, some #fog, #lighting and #particles #ue4 #cgi #realtimerender
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yutsura-blog · 10 years ago
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uniongamesnews · 5 years ago
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#XBOX, #INXILE_ENTERTAINMENT, #UNREAL_ENGINE, #DETAILS_GAME, #XBOX_GAME_STUDIOS, #XBOX_SERIES_X, #PC, #XBOX_SERIES_S, #UNREAL_ENGINE_5, #UE5, #NEW_GAME, #WESTELAND
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uniongamesnews · 5 years ago
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#payday_3, #starbreeze_studios, #overkill_software, #unreal_engine
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grgc25 · 7 years ago
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here's a little video of what i did just fooling around with #unreal_engine #godrays #ue4 #cinematic #cgi #digitalart #volumetric_fog #3D
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