Projects with this topic
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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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Unreal Paradise": A stylized jungle village created in UE 5.5.1 as my final project for the Epic Games "Unreal Engine Fundamentals" Coursera course. Focus on environmental art and composition. #UnrealEngine
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Session-based third person PvPvE action. Blood Edge is a session-based third person PvPvE extraction game where users play as vampires in a 19th century Gothic Revival setting
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A small dive in Unreal Engine 5 and VR. This project was made for a course. The original idea was about having bowling in a Sword And Sorcery environment. For scope reasons, a lot of things weren't added.
The ambient music is Dungeon Ritual from Pen Of Chaos
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Flight Simulation in Unreal Engine 5 (JSBSim Integration)
This project is a realistic flight simulation built entirely in C++ using Unreal Engine 5, featuring JSBSim for advanced flight dynamics. It offers precise aerodynamic behavior, realistic aircraft controls, and dynamic environments.
Key Features:
🚀 JSBSim Flight Model – Real-world physics-based aerodynamics.🌅 Dynamic Environment – Time-based lighting, afterburner effects, and realistic sound.🏝️ 3,000 km² Military Island – Designed with Landmass & Water plugins, featuring a military airbase.🎥 Camera Switching – Seamless transition between cockpit and TPS views with cockpit visibility control.💡 Advanced Lighting – Time-based navigation & strobe lights, optimized night flying.Technology:
Unreal Engine 5 (C++ only, no Blueprints). JSBSim FDM for accurate aircraft physics. Niagara System for jet effects. Optimized large-scale landscape for smooth performance. Future updates may include multiplayer support, AI aircraft, and weather effects.
🚀 ✈️ #UnrealEngine #FlightSim #CPlusPlus #JSBSim #UE5
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A project created as a portfolio for an Unreal Engine developer
Game mechanics and components of this repository: The game features several puzzles and small mechanics, such as cameras, item carrying, time reversal, and mini-games like "21."
P.S. The focus was on mechanics rather than visuals. itch.io: https://grimnek.itch.io/puzzle-portfolio
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This project was created as a portfolio for an Unreal Engine developer.
The game is a third-person shooter with a mission type focused on clearing out enemies. The player must engage in combat with opponents. Here are the key game mechanics:
Game Mechanics: Ammo Pickup via Actors: The game features an ammo pickup system implemented through a Blueprint actor. The number of bullets collected and the weapon type they belong to can be configured directly in the actor’s properties. Ranged Enemies: These enemies inherit from a base actor. They can either patrol the area randomly or move along a spline, which is set up using a special Blueprint actor with a spline mesh. Realistic Sound Effects: Both ranged enemies and the main character produce different sounds when shooting at specific objects, enhancing the immersion of gunfights. Camera Switching: The player can change the camera position with a key press, allowing them to adapt their view to different situations and improve visibility. Ability System & Firearm Mechanics: Two separate systems have been implemented—one for character abilities (Ability System) and another for firearms. These mechanics are contained within different actor components, ensuring flexibility and scalability. Game Settings: The game includes adjustable graphics, sound, and keybind settings, which can be customized through the menu for player convenience. Death Screen: Upon dying, a widget appears, offering the player a choice to restart the mission or return to the main menu. P.S. The focus was primarily on mechanics rather than visuals.
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UrT 5 maps by Blumentopf
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Online Multiplayer shooter game with different game modes!
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