Unreal Engine components test C++
18 Aug 2018Building a prototype with rotating mesh components, without using spline components.
I’m using an anchor object to calculate the new normal.
Next step is to actually bend / deform the mesh.
Building a prototype with rotating mesh components, without using spline components.
I’m using an anchor object to calculate the new normal.
Next step is to actually bend / deform the mesh.
Update to my first Unreal c++ plugin:
Next:
UnityCoaster Update 002:
- Fixed orientation issues with procedural mesh by using a 'extrude' object to calculate the position of the vertices. Used extrude_object.TransformPoint(Vector3 vert_pos) to get the world space position of the extrude vertex and then Inversed that method using the transform of the procedural mesh.
- Made a seperate dockable Unity EditorWindow for the controls.
https://docs.unity3d.com/ScriptReference/EditorWindow.html
- Added auto selection after adding a new track piece.
Next:
- Make track pieces auto adjust/fit.
- Make sure all pieces are still editable.
- Add quick rotation buttons. (90 degree turns etc.)
- Create a more realistic rollercoaster mesh. (Including rails etc.)
Started working on a Rollercoaster tool for Unity.
Basically started with generating the BezierCurve first. Solved the challenge of getting each segment of the curve to have a equal size. (So it doesn’t stretch segments). I’m using a similar technique described here: https://www.youtube.com/watch?v=o9RK6O2kOKo
Next step was to use the positional data from these segments to generate quads in between the start and end point of each segment. Found a cool method in the Unity API to convert a world space vector to local “Vertex” space: InverseTransformPoint(Vector3 point). The result of that is applied to the vertices of the new mesh.
Other Tycoon videos: https://www.youtube.com/watch?v=tguRxtjK61A
Talked to a new artist at work today, he recognized my name from the snow shader I made for Unreal a while ago. That is pretty cool. :).