The world’s most open and advanced real-time 3D creation tool, Unreal Engine 5 will be available in preview in early 2021, and in full release late in 2021, supporting next-generation consoles, current-generation consoles, Windows, Mac, iOS, and Android. Its novelties are Nanite and Lumen system.
Nanite virtualized geometry means that film-quality source art comprising hundreds of millions or billions of polygons can be imported directly into Unreal Engine — anything from ZBrush sculpts to photogrammetry scans to CAD data — and it just works. Nanite geometry is streamed and scaled in real time so there are no more polygon count budgets, polygon memory budgets, or draw count budgets; there is no need to bake details to normal maps or manually author LODs; and there is no loss in quality.
Lumen is a fully dynamic global illumination solution that immediately reacts to scene and light changes. The system renders diffuse interreflection with infinite bounces and indirect specular reflections in huge, detailed environments, at scales ranging from kilometers to millimeters.
Hello, World! Nova Nest Studios here!
Today, we are showcasing the different types of enemies being developed. There are a total of four different enemies: two melee enemies with different attack behaviors, one ranged enemy, and a miniboss.
Currently, both melee enemies deal the same damage and have the same health. However, they have different attack styles. The first one, upon detecting the player, hides and then charges at the player after a few seconds. To avoid making the enemy too easy to kill, it will have a shield on its back to protect it while running away.
Our second melee enemy will charge and attack the player when detecting them within its vision range or when being shot. It will have a shield in the front that only deactivates when the enemy is close enough to attack.
The ranged enemy will have a weapon and engage the player when it detects them. This enemy will have a shield in the front that deactivates when shooting at the player.
The miniboss will be similar to the ranged enemy but will be bigger, have more health, and deal more damage. It will always be accompanied by other normal enemies that act as guards.
We apologize for not making any posts for a few weeks. In the coming weeks, we will be posting more frequently.
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I'm waiting for it to make my own game. Making assets and planning for it.
lol waiting for gears 6 using this engine, there will be no unreal tournament 5 at all
oh boy
It seems quite promising. This engine has enormous potential. It's definitely immersive and realistic.
I have longed for a third installment in the KotOR series and it would be a dream come true if they made it using this software, but it's only wishful thinking. To be honest, I'd love to see another Witch-er video game, because this franchise has limitless potential and relatable characters. And I've seen the Witch-er III launch cinematic numerous times and that's what I wish to see in a sequel.
I honestly think that games have a bright future. And new game engines will merge with reality to some extent someday. I'm glad that visuals will be so realistic now and that they'll encroach/border on reality in the near future. So excited.