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Latest comments
5 hours ago

$16 for a *very* non-performant material? If this was intended for use in high-detail scenes, not meant for gameplay, one would generally just use a flipbook animation, or looping HD video texture (both of which are higher quality and available for free all over). I love options, but c'mon, that's pretty steep. $5, maybe. And you can loop in materials, using custom HLSL nodes. Also, there are better ways of doing this, all around. Somewhere on the forums, Ryan Brucks (of Epic fame) himself touched on this. I've personally been working on a cool water material (not "material blueprint", thankyouverymuch) and utility functions, and am close to the quality achieved here, sitting at ~180 instructions with everything "turned on". The kicker? It's pure procedural. No textures are needed. So this is cool, no doubt about that. In my humble opinion though, it's not "good". It doesn't run fast, and it's more complicated than it needs to be.

Lee is right - you can use a gradient effect when you vertex paint in your chosen 3d modelling platform (I've done it in max), meaning the wind effect shifts from nothing to maximum along the length of the leaf/branch/whatever.

by Lee Stojkovic
6 hours ago

I'm fairly certain you can vertex paint the bottoms of the foliage and control the movement using vertex colors along with the wind node. I did this in an earlier project and was able to create a scene with grass that moved less and less as it went down until stationary. I created the grass and painted the vertexes black to red (bottom to top) in Maya.

26 June, 2017

It starts to feel like PLAYERUNKNOWN’S BATTLEGROUNDS is the next major UE4 win in the PC territory. It’s the game after ARK: Survival Evolved, that managed to achieve incredible success in terms of sales and revenue.

A couple of days ago Bluehole, Inc. announced today that PLAYERUNKNOWN’S BATTLEGROUNDS has generated $100 million in revenue and sold more than 4 million copies. The game was first released on March 23, 2017. It is available on Steam and you can also purchase it at the official website. They are using Xsolla Pay2Play widget there.The game has a pretty versatile audience. The 24% of players are from the US, 19% are from China, and 6% from Germany. It is really booming in Eastern Asia (South Korea and Japan).

Some more statistics from the official press release:

PLAYERUNKNOWN’S BATTLEGROUNDS has peaked at 230,000 concurrent users on Steam with more than 100,000 sessions being played daily. The game continues its success on Twitch seeing more than 350,000 peak concurrent viewers. 15% of all Twitch users (more than 120,000 people), watch PLAYERUNKNOWN’S BATTLEGROUNDS from the platform every day.

But that’s not the end of this story. BATTLEGROUNDS  is also being ported to Xbox One. The release is planned for the end of 2017. The publishers are also interested in the esports potential of the project.

Frankly, one wouldn’t expect that a game, which came from a simple mod, will achieve such an incredible level of popularity and such astonishing financial results. A last-man-standing shooter with some hardcore gameplay and only one giant map – this doesn’t sound like a recipe for a hit. However, thanks to Unreal Engine 4 and quick development cycle, the team managed to make a very good project, that satisfied the tastes of the audience. It’s also nice to have Bluehole, Inc on board.

If you want to learn more about the past and the future of the project, make sure to read through this amazing interview Brendan Greene, aka PlayerUnknown, gave to Eurogamer. This guy is actually 41. We really thought he was like 18.

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