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A Walking Man

Karl Martin Kadaja, Marvin Vihman, Silver Laius

Description

We made a scene in Unreal Engine, where there are 5 altars and a man who walks around. Upon stepping on one of the altars, a new post processing graphic is triggered and the appearence of the scene changes. Everything in the scene is modeled in blender by us.

Used for creation

  • Unreal Engine 4 - to put it all together
  • Blender - making meshes
  • Git - to store it on GitHubGitLab
  • Visual Studio 2019 - needed to generate the build from .uproject

Links

Repo

https://gitlab.com/marvinvihman/thewalkingman.git THIS DOES NOT WORK IF YOU DOWNLOAD IT AS A ZIP FILE!

Builded version on Drive

https://drive.google.com/drive/folders/1IMH5u6sgriulW4STPwpSB4FWlEH8xVB7?usp=sharing

How to build files needed to run/test it

  1. Make sure you have Unreal Engine 4.23, Visual Studio 2019, Git and Git LFS installed
  2. Clone (and if pulling, then git pull; git lfs pull) the project with git, console command: git clone https://gitlab.com/marvinvihman/thewalkingman.git
  3. Right-click on "TheWalkingMan.uproject", select "Generate Visual Studio project files"
  4. Run the project
  5. Active Play Mode -> set as Standalone Game
  6. Play

Video:

https://drive.google.com/file/d/1tlaqWTTNN-1dhsVOxbbR-hrNIqgflByE/view?usp=sharing

Images:

Done:

  • Character in the scene.
  • Altars are in the scene.
  • Fire added to the altars.
  • Grass and ground made.
  • Trigger actions added on altar.
  • Trees are in the scene.
  • Post process effects occur when the altar triggers

What went well:

  • We got the altars and particles working pretty well.
  • After meeting with Ats, we formatted a lot of the code to be easier and more scaleable. Also the FPS got a bit better thanks to the tips.
  • We learned a lot about post processing and its power.

What was problematic:

  • We had problems at the beginning using Git Large File Storage. The limit was exeeded within a few days and we could not push or pull any new code. Adding a gitignore fixed it.
  • We did not take into account the fact that particle emitters are really heavy on the GPU, especially in bulk and when overlapping.
  • We had some git conflicts that made the development process a lot harder than it could have been.
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  • Loodus- ja täppisteaduste valdkond
  • Tartu Ülikool
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