The Matrix Awakens: Generating a World | Tech Talk | State of Unreal 2022

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  • čas přidán 4. 04. 2022
  • Watch our tech talk ‘The Matrix Awakens: Generating a World’ from the State of Unreal 2022 livestream.
    In this tech talk, you’ll find out how Epic Games procedurally generated the city for ‘The Matrix Awakens: An Unreal Engine 5 Experience’ demo using a combination of Unreal Engine-native procedural tools and a game-changing new Houdini workflow. We dive into the different construction steps and technical challenges that we faced along the way.
    Want to learn more about Unreal Engine 5? Download the release for free, and explore the new features, sample projects, and learning resources: www.unrealengine.com/en-US/un...
    #UnrealEngine5 #UE5 #StateOfUnreal #TheMatrixAwakens #OpenWorld #VirtualWorld #TechTalk #TechDemo #Houdini #ProceduralTools
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Komentáře • 165

  • @Cazaq
    @Cazaq Před 2 lety +195

    I love how this is a big Houdini project disguised as an Unreal Engine 5 project.

    • @jdietzVispop
      @jdietzVispop Před 2 lety +1

      I was thinking the same thing.

    • @sams_3d_stuff
      @sams_3d_stuff Před 2 lety +16

      These two software should just get married already. No reason to be separate software's anymore.

    • @phantasywavestudios
      @phantasywavestudios Před 2 lety +6

      Exactly what i was thinking... Been working with World Creator and UE4 and then suddenly the best method its by a combination of different softwares. Basically forcing us to a certain extent to learn all softwares... But hey here goes another adventure. 🤷‍♂🤷‍♂

    • @kolupsy
      @kolupsy Před 2 lety +5

      That is true but I would argue that all the novel ideas in this project come from UE

    • @warpshot9866
      @warpshot9866 Před 2 lety +7

      Yes and 3D scans and photogrammetry models are disguised as an Unreal Engine 4/5 photorealistic graphic..

  • @AlessandroSchiassi
    @AlessandroSchiassi Před 2 lety +65

    Fun fact: this is how the Architect created all the versions of the Matrix.

    • @fbbinoire201
      @fbbinoire201 Před 2 lety +2

      im architect and this tools are awesome ,to create a city in a few minutes is astonishing

    • @voidcompiler3799
      @voidcompiler3799 Před 2 lety +4

      @@fbbinoire201 Are you sure you are the Architect?

    • @fbbinoire201
      @fbbinoire201 Před 2 lety

      @@voidcompiler3799 what?

    • @laura-cantillo
      @laura-cantillo Před 2 lety +2

      His not The Architect, I'm

    • @voidcompiler3799
      @voidcompiler3799 Před 2 lety +2

      @@laura-cantillo I know you are.

  • @madbeatstu
    @madbeatstu Před 2 lety +36

    Seems like Houdini is the star of the show. Pretty awesome output.

  • @dconnectzone
    @dconnectzone Před 2 lety +18

    wow, downloading free assets for ue5. Unreal Engine Rocks... will be learning new features.

  • @DeskToyStudios
    @DeskToyStudios Před 2 lety +27

    Amazing talk! There are so many fascinating techniques in here and clever tricks that get mentioned so quickly. The mention of using point cloud ambient occlusion to generate reverb volumes barely took 30 seconds and its such a cool trick :D Thanks for sharing and great job to everyone involved in the project, you're inspiring :)

  • @Channel-ng2cd
    @Channel-ng2cd Před rokem +3

    Props to every artist and programmer who worked on this, seeing all the complex and beautiful ways this was implemented is truly mind-blowing!

  • @SergKhrypun
    @SergKhrypun Před 2 lety +17

    Unreal engine is way before it's time! Damn! Very cool tech. Houdini is awesome!

  • @lamalan4351
    @lamalan4351 Před 2 lety +1

    Look forward to see more in-depth tech talks about this city project. Thanks again for the team to develop this awesome project.

  • @ilikecutepeople
    @ilikecutepeople Před 2 lety +23

    Insane stuff behind the thought-process and execution in order to breathe life to this world

  • @victorrychkov2839
    @victorrychkov2839 Před 2 lety +11

    Devs of UE engine. You've no idea how we, gamers, are hyped for the yet upcoming games, based on your technology. It's simply mind blowing what gonna witness in the next 3-5 years.

    • @frazho4eg
      @frazho4eg Před rokem +2

      we witness sh*t which made for ps4 consoles, since its a majority on market.

  • @MakeLifeExtraordinary
    @MakeLifeExtraordinary Před 2 lety +2

    Definitely a great overview of techniques used. I spent dozens of hours walking around the city and checking everything out, not to mention flying with a Drone to get a closer look at individual assets. I think it’s a very interesting concept of essentially treating buildings as individual blocks. Essentially using hey pre-built Lego set to construct an entire building. It still amazes me to this day, that game development still boils down to two words that have been used throughout the history of computers and making games. If/then. Every time I play a game, looking around at everything. Construction of the world, AI, combat… Everything. Every aspect boils down to those two words. Action and reaction, essentially.
    In any case, after spending so much time with what is essentially a interactive rolling demo… I started having more questions than answers. One came with lighting, especially with the experimental light for night. Where I couldn’t help but notice there was no spot lighting. Things that you would see you in a normal city were missing. Neon, LED, etc… not sure if this was a time thing, a frame rate and optimization thing or a combination of both. But it was definitely a glaring omission after a while. With some of the best lighting being when you turned pedestrians and cars into essentially point lighting. Which showed reflection on the ground, which was very impressive and showed that it could be done. I also would’ve loved to see something like Central Park. Showing off some different landscape, with trees and lakes or streams. Just a different feeling biome from city streets and pavement.
    It would’ve also been nice to have some sort of explosion weapon in order to play with the physics system. I’m not sure if the bridge collapse from the explosion in the shooting section was real time or canned animation. But, I would’ve liked to see more physics implementation like that… Just to see it in action. As I truly believe physics implementation with surrounding architecture is truly the next generation of gameplay. Instead of shooting an enemy directly in the face, like we’ve been doing since the beginning of gaming… How about being able to shoot a building, who‘s pieces then fall realistically on top of the enemy. With the enemy being able to do the same to you, therefore making every environment you fight in essentially unstable and a hazard. Making the player second guess where and what they use for cover, taking into account the surrounding environment. Not to mention objects within that environment that can cause chain reactions. The only game, that I can remember, in the history of gaming that used physics as a Gameplay additive… Was Red Faction: Guerilla and Armageddon. Which I spent dozens if not hundreds of hours simply playing with the physics. If that game could do it on the Xbox 360, we should have no problem doing the same all modern hardware. The fact that the physics interaction wasn’t canned or eastern is what made it so good. Where you could shoot key areas of a structures weak points and watch it slowly crumble and pieces start to fall minutes after your initial blow to the building. Realistically based off of the properties of the materials, weight and bearing on the surrounding structural elements. It was truly amazing and still is to this day.
    In any case, the demo certainly showed the bare minimum of what can be possible by any developer, any size… Using UE5. Taking minutes in hours instead of days and weeks. Giving even an individual developer all the tools they need to design a AAA quality game in a easy to learn interface, fun to master environment with endless possibilities due to user submissions and add-ons to design really any type of game. I know I’m going to play around with a bunch of ideas and see what I can make myself and hopefully publish. UE5 is going to be the corner stone of when I imagine it’s going to be 95% of games this generation and for generations to come. Making many aspects of designing a game, almost as easy as drag and drop. Which will open up The door for imaginations to run while for both young and old aspiring game makers. God bless EPIC for going out of their way to make the engine and game design as simple as possible in order to allow developers to focus on their ideas and story, instead of jumping through hoops in order to just get a character moving on the screen. Which is going to allow kids as young as five and six years old to get their feet wet making their own games. I know, if this had come out when I was a kid… I easily would’ve been a multi millionaire if not billionaire by now. As I loved computers and video games and the idea of making my own. The focus and nonstop energy you have as a child allows not only your imagination to run wild, but for you to learn anything you were interested in both inside and out. Again, thank you Epic!

  • @baadoo
    @baadoo Před 2 lety +2

    So exciting to see houdini and unreal engine 5 working together this way. Great work . Congratulations to everyone involved. This is amazing.

  • @pcrizz
    @pcrizz Před 2 lety +10

    Really awesome stuff! It will be interesting if future iterations can incorporate additional variation in Z elevations which would lead into the use of retaining wall structures and building foundation variance. While the splines have curvature, roads and sidewalks in reality are pitched to allow for water drainage and in the case of high speed roadways to handle vehicle uplift (this results in more complex planes with their own subtle variations, but in a good way, allowing for more future detail) - meaning a rainfall water simulation as well as vehicle sim all become that much more real looking. Very exciting! (@21:28 the road decals if final in that scene would likely confuse drivers, but even the standards in real life do that lol)

  • @DamSchool
    @DamSchool Před 2 lety +9

    Oh ma gaaaad, You guys work is incredible. Procedural is the future but you push it at a next level!

  • @kummer45
    @kummer45 Před 2 lety +3

    The amount of work done over the simulator is ridiculous. The result is simply spectacular. These people are professionals of the finest degree. They are skilled and knowledgeable on more than one field.
    This is literally a class in open world construction. There should be a detailed tutorial made by this team. A city module creator should be the next step where every building has interiors. We are already there.
    Great work as usual.

    • @quentinmarmier
      @quentinmarmier Před 2 lety +2

      The files houdini files are already available in the city sample that you can download in the Epic market place, the tutorial will come soon :)

  • @igdeveloper385
    @igdeveloper385 Před 2 lety +6

    Wow Thank You For Supporting New Game Developer Who Know 0% Of Game Development

  • @Mekhane
    @Mekhane Před 2 lety +2

    hearing the osm stuff made me smile because for sometime now ive been using a tool that helps build buildings procedurally but not the city. I went through the thoughts of OSM etc. Glad this is finally here. EDIT: What you have given us with this, is amazing. Truly.

  • @niki123489
    @niki123489 Před 2 lety

    Very good presentation. The amount of work that is being put in this project is impresive.

  • @GOLDYUNGE
    @GOLDYUNGE Před rokem +1

    please make a tutorial on how to generate the city using osm and replacing all buildings with prodecural models

  • @momopirou3107
    @momopirou3107 Před 2 lety +1

    41:52 did I just learn how the old "3d pipes" windows screensaver was made? :D

  • @AA-rc8uy
    @AA-rc8uy Před 2 lety +1

    this is most sophisticated talk i ever seen till Marvel’s Spider-Man, meet Houdini | David Santiago | GDC 2019 video.

  • @tobberh
    @tobberh Před 2 lety

    This is really mind blowing stuff!! Can't wait to see this tech in big open world games going forward!!

  • @etiennecarrier
    @etiennecarrier Před 2 lety +1

    Very impressive work! Well done :)

  • @BaseRealityVR
    @BaseRealityVR Před 2 lety +7

    I feel Like Christmas came early

  • @literallyjeff
    @literallyjeff Před 2 lety +6

    Incredible work.

  • @i_sirojiddinov
    @i_sirojiddinov Před 2 lety +17

    Creating cities for open-world games?! This is my BIGGEST DREAM

  • @thomaswindfeld728
    @thomaswindfeld728 Před 2 lety

    Great video and great work. For those of us who got on board pretty late is there any way we can get access to the city download now it is unavailable as a free download on the marketplace? I reeeeaaally souls love to try it out☺️

  • @guilloisvincent2286
    @guilloisvincent2286 Před 2 lety +4

    Damn.. That's brilliant !

  • @jarc9666
    @jarc9666 Před 2 lety

    SUCH BEATIFULL WORK

  • @alxleiva
    @alxleiva Před 2 lety +1

    This is a masterclass in procedural development

  • @apoage
    @apoage Před 2 lety

    Thank you for great and epic video.. And wave function collapse wow that was well trippy cherry on the top.. I'm in a heaven 🥲

  • @bunksoup8137
    @bunksoup8137 Před 2 lety +3

    Learning Houdini was the right choice.

  • @David-tg9xc
    @David-tg9xc Před 2 lety

    This is simply mind-blowing.

  • @rageinthecage3900
    @rageinthecage3900 Před 2 lety

    This is really facinating. Procedual workflows like shown here could help smaller indie teams with creating a lot of content without spending too much time. I would love to see (and buy) Houdini based generators which I could use inside of Unreal.

    • @quentinmarmier
      @quentinmarmier Před 2 lety +2

      Those files are available for download with the city sample on the epic market place :), it is zipped at the root of the install folder

    • @rageinthecage3900
      @rageinthecage3900 Před 2 lety

      @@quentinmarmier thanks

  • @chriswong225
    @chriswong225 Před 2 lety +1

    the bldg_building_tester sims is not included in the sample_city project sample

  • @Stisse12
    @Stisse12 Před 2 lety

    This is unbelivible! Cool as hell

  • @TryallAllombria
    @TryallAllombria Před 2 lety

    Is there any tutorials coming for the Mass framework ?

  • @vesper8
    @vesper8 Před 2 lety

    But when will it be released on PC? Can't wait to try it some day.

  • @duendex5
    @duendex5 Před 2 lety

    Hats off. This is truly inspiring

  • @danielclifton6140
    @danielclifton6140 Před 2 lety

    In 1990 I was 5yrs old and amazed that I could drive a car around a track on the zx spectrum, it's 2022 I'm 37 and mind blown that I couldn't tell the differences between what was real and what was computer generated!

  • @trivPZ
    @trivPZ Před 2 lety +1

    try to imagine how Neo (in this demo) feels about this piece of Tech Talk.

  • @sidekick3rida
    @sidekick3rida Před rokem

    WFC is Absolutely amazing!

  •  Před rokem

    Is it a tool that can be downloaded or found in somewhere or it is just showing muscles of Houdini and unreal

  • @meywu
    @meywu Před 2 lety

    When I can use this feature in UE5? EpicGames must include this feature in Construction Script.

  • @Sweenus987
    @Sweenus987 Před 2 lety

    Regarding data concerns, several thousand buildings were mentioned, but surely you would only need the data for a single floor for each primary floor type rather than the data for the entire building itself? The rest of the floors can be generated when needed based on the saved floors.

  • @mohamedibrahim2417
    @mohamedibrahim2417 Před rokem

    Anyone has an idea how to generate the city based on the roads in some OSM data or is it even possible with the city layout node in houdini?

  • @technicalspiritfr
    @technicalspiritfr Před 2 lety

    Absolutely fabulous!

  • @keystonslater3774
    @keystonslater3774 Před 10 měsíci

    Is there going to be a video dedicated to the window interior materials at some stage? Yes, I know this one blows past it briefly...

  • @williamcousert
    @williamcousert Před 2 lety

    Do I need more than an Indie license for Houdini if I want to create projects similar to this? The full price for a Houdini license is a bit steep.

  • @NebosvodGonzalez
    @NebosvodGonzalez Před 2 lety

    This is incredible I hope they can optimize it to run well cuz the demo is pretty laggy lol but this is awesome though.

  • @christianmuntean
    @christianmuntean Před 2 lety

    I bet you guys will bring that Traffic system to Twinmotion, I bet

  • @RamonRodgers
    @RamonRodgers Před 5 měsíci

    Where do I begin to learn to do this in Houdini? I want to make other environments: Residential Areas, Medieval Kingdoms, Moon Bases, Space Stations, Futuristic, Cyberpunk, Steampunk, Egyptian. I would LOVE to learn this specifically in order to create procedural tools to generate all sorts of environments.

  • @ChaojianZhang
    @ChaojianZhang Před rokem

    Awesome!

  • @emericlarochette
    @emericlarochette Před 2 lety +4

    Amazing work.

  • @joshwright9304
    @joshwright9304 Před 2 lety

    thanks for all

  • @xiangyanghe98
    @xiangyanghe98 Před 2 lety

    is this UE5 project have houdini HDA ?

  • @liamj.mcmars8383
    @liamj.mcmars8383 Před 2 lety

    The technology I'm waiting for is a world that is fully interactive. Every object able to be destroyed or moved. Every building accessible and interactive. Full freedom. Probably a VR platform.

  • @momomadi2
    @momomadi2 Před 2 lety

    in 55:20 he said there is a character tech talk ? were is it ?

  • @Rydn
    @Rydn Před rokem

    This is life changing

  • @OnigoroshiZero
    @OnigoroshiZero Před 2 lety

    This is amazing, you guys at Epic make the future for us solo devs look great.
    ps: Watching this after playing Cyberpunk 2077, it feels like the developers at CDPR just started elementary school compared to the guys at Epic. They can't even make a decent spawn system for the NPCs and the vehicles, I am not even gonna talk about anything else. At least they will use UE5 for the next Witcher instead of their own engine, they learned their lesson.

  • @SergKhrypun
    @SergKhrypun Před 2 lety +1

    HOUDINI Side FX AY!

  • @danielovaska
    @danielovaska Před 2 lety

    Impressive. Not a word I use a lot. :)

  • @aaronreyes127
    @aaronreyes127 Před 2 lety +3

    warner bros needs to make this happen we need this game!

  • @Bunglay
    @Bunglay Před 2 lety

    is this all in unreal engine?

  • @michaeldeans2566
    @michaeldeans2566 Před 2 lety

    Thank you very much

  • @hellohogo
    @hellohogo Před 2 lety

    PLEASE MAKE THIS AVAILABLE ON THE MAC VERSION OF UE5🙏🏼😫

  • @duomaxwell8803
    @duomaxwell8803 Před 2 lety +1

    I won't be surprised at all if one day Epic just buy Houdini and make it free for everyone.
    About The Matrix Awakens, it has good base. Modders can add more features into it (like more unique places aka "Hero Building", or unique NPC with different behavior system etc).
    But i wonder if Epic is interested in using neural network AI for their games. Make a good learning AI that can act like a human player (just gather data from all human players), spawn some of them near the player and watch the hell break loose. Of course the more interesting events can occur the better.

  • @mousse4577
    @mousse4577 Před 2 lety

    55:21 Where's this 'Character Tech Talk' he mentions here?

  • @3jsjeosn
    @3jsjeosn Před 2 lety +5

    We need houdini tutorials and assets

    • @quentinmarmier
      @quentinmarmier Před 2 lety +3

      Assets are already available for download, with the city sample on the epic market place :), it is zipped at the root of the install folder, tutorial coming soon :)

    • @pisoleto
      @pisoleto Před 2 lety +4

      @@quentinmarmier tutorial coming soon? Where?! I would love to know a 1% of what you show! You guys are AWESOME! Where do u recommend to learn houdini at this level? Thanks a lot!

    • @3jsjeosn
      @3jsjeosn Před 2 lety +1

      @@pisoleto same here!!

  • @retrodad9390
    @retrodad9390 Před rokem

    genius, thanks for the video!

  • @KryyssTV
    @KryyssTV Před 4 měsíci

    Heh. I thought this "Mass AI" feature was some groundbreaking new way of handling lots of AI, but it's actually just a variation of an ECS.

  • @pulkitpunea2745
    @pulkitpunea2745 Před 2 lety +1

    Flat city how to bring ground elevation ?

  • @daominhduc6975
    @daominhduc6975 Před 2 lety

    How long estimated did the CG + Game Development complete the whole city scene not include crowd ( meta human) and vehicles?

    • @quentinmarmier
      @quentinmarmier Před 2 lety +1

      about 1 year and a few ;)

    • @daominhduc6975
      @daominhduc6975 Před 2 lety

      @@quentinmarmier great man! how about human resources? how many CG Artist to build up the whole asset ( models + textures)

    • @quentinmarmier
      @quentinmarmier Před 2 lety +1

      @@daominhduc6975 the procedural team we were 4 technical artists, we also had 4 developers to help with the tools in Unreal. As for the content (building modeling and assets) it is harder to quantify, many people have produced it, I'd say a dozen total over one year within different departments. Also keep in mind that we have used a lot of megascans assets and that now the Quixel team is part of Epic....

    • @daominhduc6975
      @daominhduc6975 Před 2 lety

      @@quentinmarmier thank you much! Wish you and your teams have more success in upcoming time.

  • @jeetenzhurlollz8387
    @jeetenzhurlollz8387 Před rokem

    when are you connecting neuralink to it...i wanna live there.

  • @andresestevez2701
    @andresestevez2701 Před 2 lety

    bien realista la ciudad y los autos, pero las personas algo raro, supongo q no hubo tiempo para mas realismo

  • @williamcousert
    @williamcousert Před 2 lety

    How does Houdini compare with City Engine for procedural city building?

    • @fr1sti756
      @fr1sti756 Před 2 lety +1

      houdini is more versatile i think, but harder to master

    • @reecpj
      @reecpj Před 2 lety +1

      I have used both - CityEngine has lots of presets and is fairly simple to learn and create cities quickly, shape grammars for buildings are decent but not too flexible. I found the exports somewhat limiting. Houdini has all the building blocks for cities but you have to do everything from scratch, like these guys did. It depends what kind of cities you want to create, how much detail, what game engine. I have experimented with exporting cities from CityEngine to Houdini for cleanup, instancing, etc, which works ok but not great.

  • @FaddyVFX
    @FaddyVFX Před 2 lety

    That is great.

  • @tyknul55
    @tyknul55 Před 2 lety +1

    Great talk! Where could I find the houdini files?

    • @quentinmarmier
      @quentinmarmier Před 2 lety +3

      You can download the city sample project from the Epic Market place, the houdini files for the city are zipped at the root of the install folder ;)

    • @nazirullsafrypaijo5694
      @nazirullsafrypaijo5694 Před 2 lety

      @@quentinmarmier Finding this here is like striking a big one is the casino! Thank you!

    • @nazirullsafrypaijo5694
      @nazirullsafrypaijo5694 Před 2 lety

      @@quentinmarmier although having obj errors opening the hip file

    • @quentinmarmier
      @quentinmarmier Před 2 lety +2

      @@nazirullsafrypaijo5694 carefully read the readme.txt file that goes along the zip, if you have set up your "env" properly it should work :)

    • @nazirullsafrypaijo5694
      @nazirullsafrypaijo5694 Před 2 lety

      @@quentinmarmier Thank you. Great advice. Im very rushy in that sense lol

  • @pxlimage1963
    @pxlimage1963 Před 2 lety

    A little piece of the next metaverse!

  • @SuperlativeCG
    @SuperlativeCG Před 2 lety

    Life expectancy in The Matrix is likely higher than IRL, as the machines have a vested interest in keeping you alive as long as possible to harvest energy.

  • @lumanglasvincentdepaulf.7337

    It worked ❤️❤️

  • @johnfr2389
    @johnfr2389 Před 2 lety

    I was hoping for a solution starting from OSM footprints for true geospecific cities. Oh well, maybe in another 5 years!

  • @kirillgamer1686
    @kirillgamer1686 Před 2 lety

    You GPU ?

  • @shinodinhaa
    @shinodinhaa Před 2 lety +1

    surreal

  • @GarasiARK
    @GarasiARK Před 2 lety

    Why don't you release this demo on pc yet?

    • @AerysBat
      @AerysBat Před 2 lety

      It is available, look in the UE Marketplace

    • @GarasiARK
      @GarasiARK Před 2 lety

      @@AerysBat wow thanks for the info. Didn't know it was out.

  • @alexanderbruhn5362
    @alexanderbruhn5362 Před 2 lety

    Everything works cool

  • @marshal487
    @marshal487 Před 2 lety +1

    😍

  • @jonorgames6596
    @jonorgames6596 Před 2 lety +1

    This must be implemented in Microsoft Flight Simulator :D

  • @santinoeli1338
    @santinoeli1338 Před 2 lety +4

    THIS GAME NEEDS MODS IF WE DO SEE A FULL VERSION!!😔😔😔😔

  • @mn04147
    @mn04147 Před rokem

    what is bugitgo?

  • @MetalFan10101
    @MetalFan10101 Před rokem

    24:55 Why would he use a greenscreen?

  • @3jsjeosn
    @3jsjeosn Před 2 lety

    Where can I find the city layout tool for houdini??????

    • @quentinmarmier
      @quentinmarmier Před 2 lety

      You can download the city sample project from the Epic Market place, the houdini files for the city are zipped at the root of the install folder ;)

    • @fr1sti756
      @fr1sti756 Před 2 lety

      @@quentinmarmier do you know how to use it? I followed the readme but i still get errors.

    • @quentinmarmier
      @quentinmarmier Před 2 lety

      @@fr1sti756 yes I do, I actually wrote that readme.txt ... double check your houdini.env file and that there are no typo or missing bits, that is usually the culprit...

    • @3jsjeosn
      @3jsjeosn Před 2 lety

      @@quentinmarmier Thank you Quentin for answering, and greetings on the amazing work you did. I followed the readme and still get errors as well. Is it related to Houdini version? I am having a startup focusing on interactive archviz for real estate developpers more like lunas3d and buildmedia. And I am so desperate to implement a Houdini prcedural workflow like this for city modeling and there is extreme lack of resources concerning this topic. Any help would be much appreciated. Have a great day :)

  • @3jsjeosn
    @3jsjeosn Před 2 lety +4

    I love you ❤❤❤

  • @oleh2678
    @oleh2678 Před 2 lety

    You need to watch The Matrix Path of Neo on youtube for develop movie videogame better version on Unreal Engine 5 😊

  • @SoopaFlyism
    @SoopaFlyism Před 2 lety +1

    Does it scale with enough computing power? What if we put processing in the cloud. Can we generate the planet? I wanna travel from Amsterdam to New York to Brasil. And have some quests, murder mysteries to solve, meet nice ladies etc. GTA Earth.

  • @apollovacademy6066
    @apollovacademy6066 Před 2 lety +2

    SideFX Houdini and Epic Games are about to recive a cease and desist from God at this rate!

  • @jimj2683
    @jimj2683 Před rokem

    Blackshark should use these techniques and apply to Microsoft Flight simulator.

  • @gourdbox
    @gourdbox Před 2 lety

    And now,
    Let’s talk about wave function collapse.

  • @L3nny666
    @L3nny666 Před 2 lety +1

    54:27 what's wrong with his head? it's gigantious