In a previous post I described the concept for The Bug Squad, a game I’m building in UE5 to experiment with new engine features. In this post I’ll take a brief look at the tools I anticipate to use and then proceed with some basic project setup.
Today I decided to start working on a new game with UE5. The idea is to play around with features like GAS, Niagara, Control Rig, Lumen, EOS, etc. as well as explore Lyra — the example project Epic released alongside the engine — looking for new patterns and best practices.
It’s been a while since I’ve worked on a game on my own, and I’m eager to get a chance to work on multiple areas including modeling, level design, AI programming, etc. I’ll also try to put my plugins to good use, validating their usage in a real UE5 project and — who knows? — maybe I’ll get ideas for making new ones. 😃
Note: this is an old tutorial migrated from a previous version of the website.
Implementing a believable wind animation for vegetation and foliage is no easy task. In this tutorial we’re first going to take a look at how Crytek approached the problem in Crysis, and we’ll then re-implement their solution in a highly customizable material inside UDK.