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Behind the resume game

While cleaning up my storage, i found an old missing hard drive, that i never though it is working again! That drive contains a lot of old files from my iMac era, not project files, but things that (at that time) i considered as good to have, but if lost, then no problem!

One good folder i found within that drive, contain some screenshots i used to capture frequently while working on some projects, one of those projects was that resume game I did mentioned few months ago. So, let’s stop talking, and lets just show some of the good work been made in there, and most of it unfortunalty didn’t make it to the final game, in order to make it easy and fast experience for the HR receiving it!

The 3 Bosses design

The game was planned to contain 3 fights, not only one fight as you see in the game now. Those fights meant to be with a first unique boss, a second unique boss and a third huge boss that is made of the corpses of the previous two bosses.

First boss with the Me character next to it, in order to show the scale
Second boss with the Me character next to it, in order to show the scale
Third boss with the Me character next to it, in order to show the scale, you can tell how huge is that guy, and you can easily find out that it is made of the previous two guys from the double headed chest
And you supposed to be stuck between both of them, and fighting them at the same time. If you played the game, you will notice that only the second one exist, and the first one remains in the collapsed pose
Each of both bosses, used to have it’s own unique set of animations, which not all of it ended up been used. Not to mention that the third boss used to have even more complex animations & rig

The Assets

The Me had a 3d face with 2d facial features, in order to mimic as much as possible the look and feel of X360 avatar
Fun fact, that all the monsters, are built from this small set of rocks, scaled, deformed and rotated to feel different…With some UV variations too!
There used to be a funny animation where the boss will throw you to the camera, and the Me will stuck in there (blame cartoons for this idea!)
And of course no game without animation graphs

That’s it for now!!! There are many many more files, tests, old Maya 2012 files, references, deprecated assets, and a ton more videos that look horrible by now, but I’m proud of making them at that time.
Hope this chuck was enough to show some of what never been shown in the final game. And a glimpse of behind that solo deved game

-m

Cascade 2 Niagara

If you been following this blog for quite sometime, you are probably familiar with the type of things that I like to do in my free time. Mostly challenging or out of the box stuff weird things the probably no one around 5000 miles is thinking about. One of those things that i consider as out of the box activity, is the “Magical Tools” or at least this is how i like to call them!

Several years ago when Unity3d announced the new amazing UI system they have, at that time almost everyone was using an editor extension called NGUI, and with that in mind, and while it seemed at that time that the future will be for that new teased UI system (4.6) and NGUI will decay, I started thinking not only about learning the new system, but also in a way to migrate all my projects (and anyone’s project) to that UI system, and the result was a nice converting plugin that been around for quite sometime until the UI system became pretty much the default standard for any U3d project.

Today I wanted to talk about something similar, but more recent. Couple of years ago Epic announced that a new FX system is in the way, and not too long, it became an experimental thing, and now it is officially within the engine as a plugin (well, 4 or 5 months ago). During that past few months, specially after it came out of experimental folder, I started to testing it, trying it, learning it, and try to make some of that new system emitters within my projects. Have to say it give a TON of control, and it is amazing system, the smart way it was built (imagine, particle modules ain’t header files o.O) not to mention that you can add your own modules, and expand and extend the Niagara workflow to the infinity and beyond, only with data! And while is sounds perfect, but this means all the FX that I made in the past is dead now, and must start making new ones, while Cascade will still not dead, but it is very clear, that a new system will replace and old one at some point, same as Sequencer and Matinee. So I decided to work more in digesting that system and do my favorite thing, which is a “magical tool”!

Few days Ago I’ve announced on twitter about the tool I’ve been working on since Niagara release, that will ease the conversion of old particle FX systems (AKA cascade) to new Niagara systems. And while the differences between the two systems are almost the day and night difference, but finally I managed to have ways and road to make something working as expected, fast & kinda considering all the possibilities.

There isn’t much to show right now, yet the converted asset will look like 70%-80% the old one, and this is why i prefer to keep working and pushing it further. Right now, it’s all code, console messages & broken *.uasset files, but I see potential with near 80% similarities!!!!
For now, it is a side road that i took to experiment something new within couple of days, and ended up being a plugin that lasted for 3 months or may be more.
While this project been in the work for quite sometime, I decided to finalize it as soon as possible, and and put it out, so instead of migrating alone to Niagara system, let’s all get prepared to make it a group seasonal migration to the new system!!!!

-m

Level design on the Go

Not much to say, but more to show!

In the past couple of months I’ve been working on porting the PoTN level editor to Android devices, so I can get the chance to Design level at any time. It doesn’t matter if I’m in Subway, Taxi, Queue, Bed or Toilet. I can always design new levels whenever I want, which is FANTASTIC!!!

Successfully running on all my devices despite their difference in brand, quality & aspect ratio

Most of the work went into optimizations, inputs handling & whatnot; in order to package the entire 2GB game editor, its assets and data, into 45mb APK, while keeping the same visual quality and identity and good performance at this less powerful devices.

All designed levels will be saved to the device, and then can be either synced to my google derive (which is not available without VPN currently) or just hook the USB and copy them over to the game directory!!!
I guess I might release it with the final game at some point, so android users can build on the GO as well!

-m

Mirage Engine Latest Updates

Since my last post about “Mirage”, I had the chance to work on different branches in adding several new features to the engine. And while it is a complicated long term project & a side project as well, the progress becomes slow, but still happy with the outcomes regardless the amount.

Screenshop
Mirage now have a new tool called Screensho[p], which by that weird name you can easily guess it is the screenshot-ing tool in within the engine. Now no need to capture screens with a third party helper app or any external tools.
There is now a full screenshot-ting support that is copying right away from the buffers to a new imageview.
In the past years I had the chance to work with several commercial and in-house engines, while those engines either not allowing you to do screenshots without adding your own solutions (Unity as commercial example requires you writing editor extension for that goal), or giving you the opportunity to capture screenshots with many limitations (Unreal for example as an existing limited tool) such as file format, UI capturing and quality.

While writing the Mirage in-engine screenshot tool, I decided to start adding more options, like file format and UI which used to annoy me a lot with in in-house engines more than commercial engines. While in something like Unreal UI will not be captured, in Unity it will be captured, and will look ugly most of the time!

Check out the UI in this Unity based game I made earlier, it is captured using a Unity editor extension I made

Next step will be adding more functions to scale up the image. But yet, satisfied with the current options and generated captures….May be not satisfied with the JPG captures 😀 but what can we do JPG is JPG after all!

Another interesting part (for me at least) regarding this feature, was checking for & creating a user folder. It is something i didn’t think about it yet. The engine will need to store many values and/or files & user settings. So I decided to start handling this now while not much data need to be stored yet. And for the first time in the past ~8 years to handle such a thing in pure cpp. Have always been doing system/files related stuff either in C#, .Net or Py as the most common interfaces with any engine/API I used to use. And coming after those many years of dealing with Windows[C# & Py] to windows[C++]; I only must say, dealing with windows system in c++ got a lot worst over the years!
And btw, the engine footage in this article, in addition to the post featured image, are captured with Mirage’s Screenshop tool.

HDR & Cubemaps
While working on loading textures to test out models loading & the PBR shaders, I started in a new branch to load textures, as yet all the models were using color based textures. Yes Mirage yet can load textures to sample on meshes, but limited usage, so it was the time to expand that feature and make it BIG. And glad to say that Mirage by now can not only load all textures formats (JPG, PNG, PSD, TGA, TTF,…etc), but also all types.
For example apart from the common file format for images, Mirage can read HDR & KTX at the same time as high ranged images, and for each can load as HDR, LDR or Cubemap. All those options can be found in other engines of course, but not all of them at once!

A capture showing couple of PNG, JPG loaded along side to an HDR & RTX. Youll notice that the seleced image format is R8G8B8A8 while being HDR image as you can see, this is because for that example I done conversion from HDR to LDR

While I’ve to stop now, there are many other features been added, such as MSAA, VSync, Editable Wireframes, CollectionAssets, TurnTable Matrix, Editor options…. and much more, will sign off for now, and will be posting again about other things when I get the time. If you’ve any questions, feel free to reach out!

-m

Penguins of The North – Editor Updates

By now, you probably heard about my super old game Penguins of The north, either here, FB, YT or Twitter. If you don’t, then in a nutshell, it is one of those endless games, that i never feel it is the time to finish its development 😀 Funny thing, I’ve started this game almost 10 years ago. It went from idea, to 2d game, to 2.5d game, to 2d game again, to real 3d game, to 2d game (AGAIN), to a 2d game with level editor (now)!

POTN started many years ago as a kind of jam game, called Harmonics at that time, and then been polished an updated in 2013 to a 2.5d version. Later on I decided to take it further to be a full complete game, and set the theme to be 2d rather than 3d. I felt in love with penguins as creatures to replace my unknown old Harminion weird creatures, and that was a good decision, as the game passed steam’s greenlight (oh,…when greenlight was exist!). It moved to a full 3d version that i’ll share about it later as postmortem when the game get out! But while the two games seems a lot different, but they have always been the same project, same code base & same folder!

All that was great, but the real anchor point for that project, and the reason it never ended, is the level editor!

At somepoint in the game lifecycle, I’ve decided to add a level editor to help me iterate faster in creating new levels, not only that, but i can share an editor executable with my friends to toy with, and i get their final *.POTN files to check them out, and put the interesting ones into the game.

But editor meant more work for me to do. As my goal have always been a runtime editor, where at any moment you can show the editor and edit the level, and save it. So every single element of the game have to be in a good synchronization with the editor, and the vise versa! With some exceptions in mind, things that takes time to add, but it makes more sense, something like death situations that have to be ignored while editor UI is exist, but restart the level if you are in game mode. Again, this was not means to be editor where i create the game, but editor where the game can be edited at any time!

And what i wanted to share here today, is the most recent update in the Editor, you can see it has more functions now, better and unified UI, and most importantly, better experience to have the game living while being created!

Also I’ve noticed that the game page on the Unity Connect hub became one of the most visited pages in there, it’s been long time since i created this page, but seeing this huge interest in the game is really impressive. I don’t usually keep an eye in there, but seems I must do now!

https://connect.unity.com/p/games-penguins-of-the-north

At the end, I’ve posted this over twitter long time ago, and I’ve reposed it today, but it is good one to leave you with 😉

 

-m

Graphics debugging in Mirage

After Vulkan based investigations I made few years ago, I started right away in my self-driven-like-a-lost-fish-in-the-ocean heavy experimentations in order to prepare the path for myself to start in creating a Vulkan (only) based engine. Till this moment I’ve built several 3d apps/engines, two crappy ones (one crapy & one crashy!), and the current one which is in progress and (hopefully) will be the best of the worst! The first two iterations contained a ton of branches at the repository, enough to confuse me, not to mention the thousands of lines commented either because it is not working, or because I was testing with. And crashes all the time for no safety or assertion check!

I learned a lot since that post, especially because I was officially super far far away from graphics coding for near a decade (fixing Unreal bugs or writing shaders not really something to count -_-). Glad to say, a TON of lessons learned from trial & error and happy to say no hardware loss yet =D. But the most important lesson was the must of getting as far away as possible from using short cuts combinations, as I always either forget them, or re-assign several tasks to the same short cut, and sometime it get worst (keep reading about that unique case). And try more to invest in a better solution. Today’s issue that I want to highlight as part of the short cuts, is the debugging, view-modes & visualizations.

Since I started at the first engine iteration, NSight and Renderdock have always been my lovely friends, can’t deny the great help i got from them, not only to detect issues, but also to learn more about the new API. But at the same time can’t ignore the time get wasted sometimes to visualize or dig deep into something related to my passes or shaders. Not to mention that I was assigning the debug views into the numeric keys in my keyboard next to tilde’~’ (0-9) but as soon as I exceed that number, it started to be messy and a big as hell issue from all aspects!

Coming for a huge Unreal Engine based background, I must get some inspiration, I’ve always admired the tools in there, the ideas and the quality is top notch, so I decided to learn from that good user experience, and try to do a similar thing.

I loved this endless list of Unreal Engine viemodes and visualizers, and I found it will be a good milestone for my engine, in order to make it more usable and user friendly, even if it is not something that will be used by millions of users, but still, making it great is a priority in order to push my productivity and experience. So,…I started working on it!

After I finished adding similar solution, and I became very satisfied about it, and freed the memory allocated in my brain to remember near 20 use of keys and combinations. I came to the two major question I always like to ask:

  • How to make my implementation different from the inspiration source “Unreal Engine”?
  • How to make it better than any other engine exist?

I run away to check how Unity implemented this user experience, at the end of the day, Unity3d & Unreal Engine is the most common and diverse with features free and accessible engines out there. Unfortunately found it handled through the post-processing stack profile new thing. Which makes it much less usable than Unreal Engine, and makes it far away from my goals.. Making it better. But I appreciate the ability to edit parms foreach mode! Which became an inspiration for something else (will discuss in another post).

This led me to a bit of confusion, but that was good phase, and now I’m really happy to be confused. Because this confusion made me decided to add one more essential question to ask myself, which should help me in defining the how of making the inspiration better. The question was “Why I want it to be better than Unreal Engine ones?” ! The How doesn’t matter, or in another meaning, the How will be easily defined by the Why.

While I used to use Unreal 3 and now 4 for almost a decade, and have always been happy user and satisfied with those type of tools in there, asking myself the “Why” question helped me to see what been a hidden element in my user experience, and putting my hands on the reason that could led to decreasing my usability sometimes. That hidden element was the ability to compare between different views or buffers at the same frame in a decent way. I know Unreal have the “Overview” thing, but this show several buffers, far from each-other and even worst, in tiny squares.

For me, most of the time I was flipping between different views to check for whatever i look for. When I had those modes linked to the keyboard buttons in my code, I was able to toggle quickly between any two different viewmodes or buffers, and check whatever I’m seeking. So, my issue in the mapped keys was the hilarious numbers of shortcuts I need to remember, but my blessing with the mapped keys was the ability to compare in an efficient way. Voilà !

And that was the outcome of this personal brainstorming. To make it better, I need to fulfill the need of being able to easily compare the modes/buffers.

As soon as I switch to anything, but the final lit mode, a tiny lil slider will show up, to allow me in doing the “Split Visualization” of the modes. Not only that, but also I can compare two different materials/shaders assigned to the same mode (you can see cell shaded material in the video below for example). Later I’ll blog more about my implementation for the viewmodes, as there are some nice stuff going on under the hood, and some optimization tricks I made in order to not fall again into the issues or crashes I got at the first iteration. Not to mention some Vulkan tricks been learned the hard way.

Last time I blogged about Vulkan I said I’m 50/50 sure about it. But after ~couple of years by now since I started with VK, and more than what I ever wrote of lines been written in those crappy engines, I’m glad to say I’m 99% sure about it. And no\ way back to OGL! I’ll try to blog frequently about Mirage engine, and if all goes smooth to the end of my plan, I might put the entire Mirage source online. Not sure yet!

And of course, the model is Emily.

 

-m

“The Way You Are” UE4Jam-Spring2018

I decided not only to take the chance to participate in one more jam…well the first attempt this year, but also I decided to complete finish, and submit it 😀 also wanted to do some change in my process, so I decided to do a 95% story & visuals driven game, with a 5% simple gameplay.

The main idea was to make something unique, new, and can make difference. I always pay very strong attention to the visuals and the gameplay (usually puzzle mechanics) for all my jam entries, so the plan was to get a whole different jam experience this time.

Games have to be meaningful..

try it!

Play

 

-m

GPU driven AI navigation system in Unreal Engine

It’s a new experimental system where I’m trying to move the AI navigation to the GPU, in order to make simulation for massive crowds super doable at run-time. The starting point was in getting 1000 agents running smoothly, and within the latest iteration the system was able to handle 40,000 agent at 10ms (~90fps) ! Currently no dynamic shadow support for the agents and animation tree shall not be complex, still a lot to do in order to make a LoTR battle running at runtime smoothly!

-m

Realtime Skeletal/Animated mesh procedural destruction

I’ve always been amazed by the procedural realtime destruction in some games like battlefield, and this inspired me at some point in trying to figure out an integration and pipeline that can allow for the next step of awesomeness, which in my opinion is the same level of battlefield destructibility, but for animated meshes/characters.

Here is the Reddit (Game Physics Sub-Reddit) post, where I replied to some questions and there were lots of ideas and good discussions which could be useful to you:

[Unreal Engine] Realtime Skeletal/Animated mesh destruction! Don’t ever underestimate what a pink mannequin can do! from GamePhysics

And here are several other videos showing other aspects of this physics technical prototype.
SloMo video for the contact moments.

One thing worth mentioning; the main reason for the video above, was not only to show the affect where it accurately takes place at the hit points and get transferred all the way to the entire body, but also to showthe procedural nature of the destructions variations through the parameters of the voronoi.

Video showing the action with full speed, FPS counter & Physics stats debugging.

The video for the GIF above, where you can run it at 1080p

 

-m

“Plugzzz”, My entery for Ludum Dare #39

It’s been a while, but things was going a bit crazy with me. Anyways, I wanted to share this quick game I made for ludum dare. Enjoy it!

Play The Game

-m

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