Code Modules:
- FogOfWar (Runtime)
- PolyPartition (Runtime)
Number of Blueprints: 10+
Number of Material: 10+
Number of C++ Classes: 80+
Network Replicated: Yes
Supported Development Platforms: Win64, Should works on XBox and PlayStation
Supported Target Build Platforms: 5.2, 5.3, 5.4
Important/Additional Notes:
代码模块:
- FogOfWar(运行时)
- 息肉(运行时)
蓝图数量:10+
材料数量:10+
C++类数:80+
网络复制:是
支持的开发平台:Win64,应该适用于XBox和PlayStation
支持的目标构建平台:5.2、5.3、5.4
重要/附加注意事项:
The Layered Fog Of War is an indie to AAA targeted plugin designed for Real-Time games such as MOBA, RTS, or any Top Down. It can be replicated to create online games, and no programming skills are required to use it, although having them might be helpful for larger projects. The layer feature allows verticality in games by attributing a fog state for each different floor.
Download the example project for a fast preview of the plugin. Copy past the Layered FOW folder into your game’s Plugins folder to make it works. Here is the setup video.
Layered Fog Of War Features:
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Real-time fog generation: Displayed by post-process for seamless integration into your game environment.
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Ready for High AI count 1000+: Optimized to handle large numbers of AI entities without sacrificing performance.
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Replicated: Supports replication for multiplayer games.
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Save / Load system: Supports saving and loading game states for a seamless player experience.
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Minimap implementation: Integrates seamlessly with minimap systems for enhanced player awareness.
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Stealth area: Add area to hide your unit as bush in MOBA could do
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Smooth transition: prevents harsh changes in the fog, making gameplay feel more fluid and natural.
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Visibility update notify: Notifies relevant entities when visibility changes occur, allowing for dynamic gameplay interactions.
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Multi-threading / Tasks: Utilizes multi-threading for optimal performance and responsiveness.
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High pixel density: Delivers crisp and clear fog visuals for a polished look.
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Reliable collision shadow casting: Achieved without raycasting for efficient performance.
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8 fog channels available: Allows for intricate fog configurations to suit various game scenarios.
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Custom collision available: Tailor collision shapes to your specific game requirements.
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Dynamic collision available: Supports dynamic changes to collision shapes during gameplay.
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Highly modular: Each feature can be overridden or customized to fit your game’s unique needs.
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Runtime console commands: Enables quick adjustments and debugging during development.
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Linux support:
Road Map:
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[Compatibility] Linux compilation [Done]
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[Feature] Increase replicated team limit
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[Feature] MOBA bush system [Done]
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[Optimization] Dynamic collision enhancement [Done]
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[Optimization] Post-process performance
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[Optimization] Compute shader for fog update
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[Rendering] Fog heat texture for smooth transition [Done]
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[Rendering] Blur quality
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[Rendering] Verticality enhancement
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[Rendering] 3D fog, ray-marching
If you need any help or want to share your work, don’t hesitate to join my Discord community.
该 战争的分层迷雾 是一个独立到AAA目标插件设计的实时游戏,如 莫巴, RTS,或任何 自上而下. 它可以是 复制的 创建在线游戏,并且不需要编程技能来使用它,尽管拥有它们可能对更大的项目有帮助。 图层功能通过为每个不同的楼层指定雾状态来允许游戏中的垂直度。
下载 示例项目 对于插件的快速预览。 复制过去的 分层FOW 文件夹到您的游戏 插件 文件夹,使其工作。 这里是设置 短片.
战争特征的分层迷雾:
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实时雾生成:通过后处理显示,以便无缝集成到您的游戏环境中。
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准备好高AI计数1000+:优化处理大量AI实体而不牺牲性能。
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复制的:支持多人游戏的复制。
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保存/加载系统:支持保存和加载游戏状态,以获得无缝的玩家体验。
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Minimap实现:与小地图系统无缝集成,增强玩家意识。
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隐身区: 添加区域来隐藏你的单位,就像MOBA中的布什可以做的那样
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平稳过渡: 防止雾的剧烈变化,使游戏感觉更流畅和自然。
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可见性更新通知:当可见性发生变化时通知相关实体,允许动态游戏交互。
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多线程/任务:利用多线程实现最佳性能和响应。
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高像素密度:提供清晰和清晰的雾视觉效果,为一个抛光的外观。
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可靠的碰撞阴影铸造:无需光线投射即可实现高效性能。
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8个雾道可供选择:允许复杂的雾配置,以适应各种游戏场景。
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可用的自定义碰撞:根据您的特定游戏要求定制碰撞形状。
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可用的动态碰撞:支持在游戏过程中对碰撞形状进行动态更改。
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高度模块化:每个功能都可以被复盖或定制,以满足您的游戏的独特需求。
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运行时控制台命令:在开发过程中启用快速调整和调试。
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Linux支持:
路线图:
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[兼容性]Linux编译[完成]
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[特色] 增加复制团队限制
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[特色] MOBA布什系统[完成]
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[优化] 动态碰撞增强[完成]
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[优化] 后工序表现
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[优化] 雾更新的计算着色器
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[渲染] 雾热纹理平滑过渡[完成]
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[渲染] 模糊质量
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[渲染] 垂直度增强
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[渲染] 3d雾,射线行进
如果您需要任何帮助或想分享您的工作,请不要犹豫加入我的 不和谐 社区。
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