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


  • Video Catch-up

    Video Catch-up

  • 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…