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出品Easy Crowds _ Niagara Crowd Systemのメディア1
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説明

EasyCrowds is deeply optimized based on the Niagara GPU particle system, neighborhood grid technology, and Vertex Animation Textures (VAT), enabling the rendering of massive numbers of units simultaneously without performance hitches. Meanwhile, it leverages Niagara's flexible Scratch Pad Module for core logic coding, and cooperates with Blueprints to easily implement various complex behavioral interaction logics. Suitable for scenes requiring large character populations and non-multiplayer games such as top-down shooters, real-time strategy, tower defense, roguelikes, and war simulations.

Videos: Samples | Overview | RedVsBlue | 哔哩哔哩

Demos: OneDrive | 百度网盘

DocumentationEN | 文档

Discord: https://discord.gg/7NqnJUBDQ2

Key Features

  • Craft stunning massive crowd effects in mere steps —— drag-and-drop ready, simple & convenient.

  • Easy character replacement, auto generate character config, skip the cumbersome steps.

  • GPU simulation, CPU-friendly. 10k+ Characters in a Breeze, High Frame Rates Guaranteed.

  • Built 100% with Niagara & Blueprints, simple framework, easily customizable and moddable (Note: Proficient use of Niagara and Blueprint are required).

Features

  • No C++, No Mass Entity, Clear Comments, Easy to Use & Extend.

  • Includes melee units, ranged units and air units.

  • GPU flow field pathfinding.

  • Multi-module support.

  • Support drag selection, add selection, subtract selection, select-all operations.

  • Support knockback, freeze, critical hit, slow down, DoT and AoE damage effects.

  • Support character type counting and total count statistics for each team.

  • Freely switch between multiple states (idle, walk, run, attack, hit, falling, climbing).

  • A state can be added with multiple different animations.

  • Can be grouped to fight against each other.

  • Niagara PBD Self-Collision.

  • Texture Animation.

  • Smooth switching states.

  • Obstacle Avoidance.

  • Damage and attack mechanisms.

  • Replace role with blueprint.

  • Can move along the path.

  • Multiple moving targets can exist simultaneously.

  • Support LODs.

Latest Updates

  • Add air units.

  • Multi-module support.

  • Support adding weapon modules to sockets.

  • Support drag selection, add selection, subtract selection, select-all operations.

  • Add knockback, freeze, critical hit, slow down, DoT and AoE damage effects.

  • Add damage number.

  • Support DX11.

  • Add character type counting and total count statistics for each team.

  • Add event function to update states based on character group info.

  • Add event function to destroy characters based on team information.

  • Add sample attack effects including bullets, arrows, fireballs and ice cones.

  • Add spawn effects, attack effects, sound effects and other effect samples.

  • Implement boundary limit constraints and automatic idle transition features to the random movement behaviour.

  • Particle detection supports inner circle ignore.

  • Support adjusting capsule collision direction.

  • Lock particle displacement outside distance field range to prevent character falling due to missing collision.

  • Add CrowdImpostorComponent to blueprint characters for interaction with particle-based characters.

  • Add support for a secondary guide path.

  • Optimize ground projection of generators and support longer projection distance.

  • Optimize character selection for the spawn generator.

  • Add launch position adjustment for ranged unit projectiles.

  • Support configuring state definitions after losing enemy targets.

  • Customizable Z-axis destroy height.

  • Optimize the VAT Tool.

  • Optimize line trace functions.

  • Optimize flow field pathfinding.

  • Optimize overall performance.

  • Add climbing state.

  • Fix the issue where the character gets destroyed after leaving the distance field.

  • Fix the issue where the flow field is affected by characters.

  • Fix the issue where characters briefly appear selected during deselection with drag selection.

    ......

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