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1556380cookie-checkProject Borealis Dev Diary Covers Implementing Wind And Physics Drag Effects Via Unreal Engine 4

Project Borealis Dev Diary Covers Implementing Wind And Physics Drag Effects Via Unreal Engine 4

The developers behind the fan-made take on Half-Life 3, currently using the tentative title Project Borealis, are making advancements and upgrades in the physics department of the Unreal Engine 4 in order to bring gamers a truly dynamic experience with their fan-made take on Valve’s popular puzzle-shooter series.

The developers released a near 11-minute video discussing how they decided to approach the physics systems planned for implementation into Project Borealis. First of all, they’re waiting for Epic Games to add the new Chaos update to the Unreal Engine 4, which will allow for more advanced physics simulations, destruction, particle manipulation, and processor optimization. If you’re unfamiliar with what the new Chaos simulation can achieve in the Unreal Engine 4, you can check out the video demonstration from 2019 below.

As for Project Borealis, they noted in the update video that the Unreal Engine 4 lacked the proper built-in physics systems that they wanted to utilize in order to best replicate what the physics were like in Half-Life 2.

So they went back to the drawing board and decided to have wind that drags across triangle surfaces that are visible. The wind drag will only affect the faces on an object, and based on the flatness of said faces, thus creating different types of drag across different types of objects.

The results is that different shaped objects to move in the air at different spin rates and velocity. This also affects trajectory and deceleration during falls.

The second half of the video covers the game’s wind physics, which will attempt to rely on GPU particle processing to limit the overhead on CPU.

However, they still have to wait on the Chaos update in the Unreal Engine 4 because the current wind simulation systems they have in place still stresses current systems because the wind works on grids that coincides with the air drag system, and per every object affected by the wind it multiplies the processing requirements on the CPU.

The good part is that the team is making use of LOD optimizations and limiting how the air drag system affects faces on objects to further reduce CPU load.

It’s getting there but it’s not perfect yet. However, you can definitely see a lot of cool potential in what they’re trying to do with the game.

You can follow the development of the game by visiting the official Project Borealis website</a..

(Thanks for the news tip Guardian EvaUnit02)

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