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Research and development blog of the Rage Game ZHdK master's project

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Deformation Approach #2.5: Procedural Mesh – Part 3

Hi all! Welcome to the third and last post about procedural mesh deformation. For the impact we take the velocity of the objects colliding and their respective masses (if the object is simulating physics) and calculate the new force according… Read more ›

30. October 2016
borgedan
Deformation, Destruction
daniel, prototyping, unreal, video

Deformation Approach #2.5: Procedural Mesh – Part 2

The next step was to find out how the mesh can be modified during runtime. It is surprisingly easy: All you have to do is call the blueprint node “Update mesh section” from the procedural mesh and send the new… Read more ›

21. October 2016
borgedan
Deformation, Destruction
daniel, prototyping, unreal, video

Deformation Approach #2.5: Procedural Mesh – Part 1

Hey guys, finally a new post! And the waiting wasn’t in vain, we got good news! We got a functioning deformable mesh! In the middle of the runtime mesh prototyping, Epic Games released Unreal Engine 4.13, which has some exciting… Read more ›

21. October 2016
borgedan
Deformation, Destruction
daniel, prototyping, unreal

Deformation Approach #2: Runtime Mesh – Part 1

After some research we decided to use the Runtime Mesh Component as base for the deformable mesh. We wrote a new component based on the Runtime Mesh Component. This new component can create a Runtime Mesh out of a reference… Read more ›

6. September 2016
borgedan
Deformation, Destruction
daniel, prototyping, unreal

Damage value counter

Inspired by this video, we might implement a «damage value counter» for objects destroyed by the player. This could also serve as a gameplay element, where the player tries to break the most valuable objects in the room in the… Read more ›

5. September 2016
ptoth
Random
video

Full-body first person prototype

I finished the full-body first person character prototype which uses a F.E.A.R.-style body subdivision. The lower part of the body is controlled by locomotion and the upper part by the rotation of the player view. With this method the hierarchically… Read more ›

11. August 2016 4 Comments
ptoth
Animation
finished components, patrik, prototyping, unreal, video

Grip editor

The final part of the dynamic grip prototype is the editor which allows to easily adjust hand poses for different objects which can then be saved into the game objects’ properties. I also tweaked the throwing mechanism in order to make… Read more ›

5. August 2016
ptoth
Animation
finished components, patrik, prototyping, unreal, video

Deformation Approach #1: Materials – Part 3

I’ve been experimenting a lot with the materials without having any pleasing result. One problem is that the vertices can only be moved around their normal, which constricts the possibilities by a fair amount. We considered then the use of… Read more ›

5. August 2016
borgedan
Deformation, Destruction
daniel, prototyping, unreal

Deformation Approach #1: Materials – Part 2

Now that the dynamic material is implemented I started working on the vertex operations. Now I am able to access all vertices of the mesh and also to get the nearest vertex to a certain position. In the video the… Read more ›

26. July 2016
borgedan
Deformation, Destruction
daniel, prototyping, unreal, video

Concluding dynamic grips

I finished the dynamic grip prototype, which now allows the player to pick up different sized cylinders and throw them. The hand pose adjusts to the values saved in the corresponding game objects’ properties. There are also transforms stored in… Read more ›

25. July 2016
ptoth
Animation
finished components, patrik, prototyping, unreal, video
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Abstract

The objective of this master’s project is to develop a game which allows the player to believably demolish the furnishings of virtual rooms and is playable on both screen and virtual reality systems. It will also be designed as a platform suitable for future psychological experiments regarding immersion and aggression. Key research includes full body awareness in first-person games and the evaluation of a new low-cost motion capturing system for in-game animation and interaction. Additional focus will be on the simulation of different material properties and their respective behaviors on impact, such as shattering and deformation.

Patrik Toth and Daniel Gonçalves, 2016.
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