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File multimediali per l'articolo Easy Crowds _ Niagara Crowd System: 1
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Descrizione

EasyCrowds is deeply optimized based on Niagara GPU particle system and neighbor grid technology. It offloads animation rendering overhead to the GPU via Vertex Animation Texture (VAT), enabling simultaneous rendering of a large number of units without performance lag. 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.

Videos: Overview | RedVsBlue | 哔哩哔哩

Demos: Overview | RedVsBlue | Top-down Shooter | First-Person Shooter

DocumentationEN | 中文

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

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

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

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

Latest Updates
  • Add a quantity control function to the random generation mode of the generator.

  • The document has been updated.

  • Add LineBox ray trace.

  • Merge the generation of attack damage after discovering enemies, freeing up 4 UAVs.

  • Optimized and enhanced box detection for Global Trigger.

  • Added a response interface for the particle-character attack blueprint; there is no longer a need to interact via generating BP_Attack.

  • Added character Z-axis alignment to ground normal functionality.

  • Added GPU flow field pathfinding functionality.

  • Optimized the character movement inertia issue, improved slope passability.

  • Improved the enemy detection logic for characters, enabling detection of enemies at greater distances.

  • Optimized collision effects.

  • Fixed the issue where PBD_Trigger height detection was incorrect.

  • Movement along path and movement along curve have been changed to force-driven.

  • Fixed an issue where animation state transitions could fail randomly.

  • Particle bullets are destroyed upon collision with the environment.

  • Add character information in DispatcherFromTrigger.

  • Fixed the issue where attack state interrupts after leaving attack range.

  • Fix the bug where characters with Particle ID 0 cannot detect triggers.

  • Fix the issue of unstable triggering in raycast damage detection.

    ......

    (Note: Prices may increase as features are added and improved.)

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