Chronicles: Game Development, Game Engines & Retro Futuristic Steampunk Musings.


  • Unreal Third Person Blueprints

    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…

  • Using Unreal for Cogwheel Chronicles

    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.…

  • New Hero Steampunk Airship

    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…

  • Just Gotta Love The Steampunk Vibe

    Just Gotta Love The Steampunk Vibe

    http://gastonklares.com/Steampunk.html

  • Contrast Adaptive Sharpening – AMD Post Process Technique

    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 …

  • Graf Zeppelin – The Popular Science Educator c. 1935

    Graf Zeppelin – The Popular Science Educator c. 1935

  • unreal Unreal

    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…

  • Cogwheel Chronicles Back Drop

    Cogwheel Chronicles Back Drop

    Just exploring some of the game themes within a ‘mood board’ of sorts:

  • SSAO Screen Space Ambient Occlusion

    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…

  • Terrain – overhangs, caves and hoops

    Terrain – overhangs, caves and hoops

    Cogwheel Chronicles uses a typical 2D height map field to store and regenerate its terrain geometry. This doesn’t allow such features as caves and crags, so more ‘fakery’ has now been employed with the terrain shaders. The shaders used specifically for terrain can now also be used for additional model geometry, using the appropriate world…