Projects with this topic
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Endless Runner Game Prototype with working some special abilities like (double the coin pickup, coin magnet, half the size of character) abilities game over on obstacle hit and game over menu pause menu, home menu, map selector menu, game main menu, etc. using unreal engine C++ as backbone and inheriting blueprints from that C++ foundation code.
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Simple plugin for Unreal Engine that allows to display, set, copy and paste camera position in editor viewport
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This plugin introduces a way simpler method of localizing game made in Unreal Engine by simply importing CSV file into engine's localization files.
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This code plugin for Unreal Engine provides functions that drastically improve the quality of life during the implementation of game flow in C++.
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A real-time procedural planet generation tool built in Unreal Engine 5. This application allows users to generate, customize, and explore planet-sized terrains using advanced noise algorithms and dynamic mesh generation.
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A collection of helpful quality of life extensions for Unreal Engine's StateTree plugin.
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Un prototype d'une IA ennemi codé en C++ qui controle une armée de robot et qui s'adapte au joueur.
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Example Dash Modular Gameplay Feature Ability
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3D discovery (Blender, Unreal Engine, WebGPU). https://3ddiscovery-f10b13.gitlab.io | School Project
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UndesJam 2025 - game jam project made by a team of 5 people, 1 developper, 3 3D artists and 1 animation artist. If you want to try it and give feedback, feel free to contact me! Free download available here -> https://showtimelab.itch.io/le-collecteur-independant-intergalactique
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Develop an ESP32-based automotive ECU simulator (ESP-IDF) implementing basic diagnostic logic (DTC management, UDS-like services, CAN simulation) with cloud LLM integration for intelligent error interpretation and repair recommendations.
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Ce prototype m'a permis de découvrir le fonctionnement du multijoueur sur Unreal Engine.
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Un jeu créé en 48h par une équipe de 4 personnes (un développeur, un graphiste et 2 compositeurs)
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Un jeu de plateforme 2D riche. Vous incarnez une jeune héroïne qui explore l'île de Temehani pour sauver sa mère.
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A functional "Among Us" 3D clone prototype made using Unreal Engine.
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Data-Driven RTS in Unreal Engine 5
This project started as a portfolio piece for an RTS game but evolved into a performance-focused learning experience. The goal is to create a highly scalable RTS game capable of handling large numbers of units (tens of thousands) with minimal overhead using Unreal Engine 5's Mass Entity and Niagara.
Initially, I used Unreal's Actor and Component systems to develop basic units and commands. However, as the project progressed, I realized that this approach was too resource-heavy for managing large unit counts. To solve this, I switched to Unreal's Mass Entity Framework (ECS), which allows for better performance and scalability by organizing data in a more efficient, parallelizable format. This transition drastically improved performance and made handling large numbers of units feasible.
For visualizing these Mass Entities, I moved away from the default Instanced Static Meshes and opted for Niagara particle systems. This change not only provides better control over visuals but also improves performance. However, integrating Mass Entities with Niagara is a challenge, as there’s little to no documentation on how to pass data between the two systems or make them work together efficiently.
Currently, the project is in its early stages, with the core Mass and Niagara systems being integrated. While some of the basic unit systems and mechanics are in place, much of the work has been focused on developing solutions to bridge Mass and Niagara into a custom hybrid architecture.
Future Goals: Expand the RTS systems, including pathfinding and resource management.
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