Chronicles: Game Development, Game Engines & Retro Futuristic Steampunk Musings.
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Video Catch-up
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Unreal Third Person Blueprints
Exploring how to get a custom character to operate as a third person view protagonist – and essentially there are four steps: (1) Import character and animations, with at least those needed for the minium viable TPV e.g. idle, walk, run, jump. (2) Setup an event graph blueprint (3) Build out a state machine, using…
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Using Unreal for Cogwheel Chronicles
I’m continuing the investigation of using Epic’s Unreal Engine (version 4.25) for Cogwheel Chronicles. Presently as a beginner with Unreal, I followed an interesting tutorial – https://www.youtube.com/watch?v=a0qNO6_xPx0 . This just scratches the surface of Unreal, but once through it I did know the very rough basics of importing assets and basic terrain creation and update.…
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New Hero Steampunk Airship
Some elements of 3d kitbashing have gone on to create this new hero airship for Cogwheel Chronicles. As much as I might want to create everything from scratch, I just don’t have the time at the moment. Still, I think it looks OK rendering in Unreal and looks pretty cool in action with flapping wings…
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Just Gotta Love The Steampunk Vibe
http://gastonklares.com/Steampunk.html
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Contrast Adaptive Sharpening – AMD Post Process Technique
I’ve been experimenting with part of AMD FidelityFX suite. So far the sharpening effect is really proving worthwhile at very little performance cost: Perhaps easier to see with this juxtapose approach: It produces a subtle but very clear sharpening effect, testing continues …
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Graf Zeppelin – The Popular Science Educator c. 1935
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unreal Unreal
Simply staggered by this evolution coming into Unreal Engine 5: And just as amazing is the announcement that studios pay nothing to Epic for using the unreal engine until the first $1M is earned! Another staggering fact for indie developers to mull over. The Lumen illumination and Nanite geometry capabilities are truly 21st century game…
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Cogwheel Chronicles Back Drop
Just exploring some of the game themes within a ‘mood board’ of sorts:
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SSAO Screen Space Ambient Occlusion
I isolated the inherited SSAO contribution to the overall post processing effects and was a little underwhelmed Definitely some AO contribution but this type of post processing is quite expensive to compute, so thought it could get a lot better. After a trawl of what others had achieved, a refactor of the shader produced this…
- Airships
- books and graphic novels
- cogwheel chronicles
- game development
- general
- HLSL Shaders
- inspiration
- movies and art
- music
- steampunk
- steampunk games
- the cogwheel chronicle
- the cogwheel engine
- Uncategorized
- Unreal Engine

