During my third year at BUAS I worked on a team project in Unreal for 8 months, as a Gameplay Programmer. The game, Atan, is about a Mayan boy that is climbing a gigantic colossus.
The game is available for free on Steam!
I worked on a couple gameplay systems using C++, including the character movement, but what I'm most proud of is the rope system I created.
The rope wrapping works using raycasts. The wrapping points are added and removed as the rope wraps around the object. The added wrapping points are attached to the object. The Verlet particle sim gets constrained to the wrapping points, and a mesh gets generated from the particles.
In this video from earlier in development you can see how the system works under the hood. Particles get added and removed dynamically based on the length of the rope.
And the particles flow freely trough the wrap point constraints.
Using the Verlet particles and wrap point positions, I generate a mesh, by creating vertex rings around them.
Based on the angle that 3 consecutive positions make, I can generate additional rings to make the rope curve more naturally.
In the video above you can see how the rope curves quite nicely, despite the low particle density.
Using the warping points has a couple of advantages over using a more traditional plain chain of constraints.
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