Unreal Engine 2D Water Physics

Water Physics simulation that uses Render Targets to store the ripple height values that are generated from object displacement within the volume. After this, a custom water material uses this heightmap to displace the mesh on the Z axis, creating this ripple effect.

In order to preserve wave quality, it was required to use a high-density mesh surface, as well as a separated UV map that only affects the top surface of the volume. There still lies room for improvement since using multiple of these assets can rapidly cap the polygon count in one scene.

There is room for improvement though. Using a tesselation shader that only subdivides this mesh when the camera is within a distance treshhold could be beneficial, increasing performance without compromising visual fidelity.

Unreal Engine reference here

AOE Spell System - Unity 3D

Spell system using volumes, damaging all enemies within this volume.

Damage can be dealt in 2 ways: ticks, causing damage in a defined frequency through time, or bursts, using animation times to match big damage with VFX highlights.

Our idea when creating this spell system (we named it "Godview" ) was that it gives the player time to think about his next move, allowing precise targeting and providing a time to breathe when there are too many enemies attacking you.

Wall walking controller using C++

Ability to walk on walls by extending Unreal Engine's standard Movement Controller.

To achieve this task, it was necessary to change the behaviour of gravity and ground sweep functions, meaning that most of the logic regarding this functions had to be overridden so that walkable walls started to be taken into account.

Camera rotation also played a big part and had to be modified in order to use player relative yaw. This was necessary to ensure that the camera always follows the player in a "meaningful" way, avoiding awkward camera positions and rotations.

Tip: You can double jump
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