World Composition for Space Games (UE4 Tutorial)
Video Statistics and Information
Channel: Grimmstar
Views: 44,243
Rating: undefined out of 5
Keywords: Grimmstar, Space, Unreal Engine, Star Citizen, Rebel Galaxy, Indie Game, Game Development, World Comp, world compilation, unreal 4, dynamic lighting, space game, how to create space game, how to make space game, World Composition, world composition tutorial, tutorial, guide, how to
Id: XI9EsCuHHn0
Channel Id: undefined
Length: 24min 59sec (1499 seconds)
Published: Wed Feb 27 2019
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Hey, everyone!
Our game, Grimmstar, relies on very large, open-world type sandboxes for our solar systems that we treat as the “level” for progression (each level is a different solar system containing many points of interest). We wanted seamless transitions from location to location, without using fake loading screens (“hey, look! I’m warping, but I’m really not… I’m just loading the next area”).
While practicing my Google-Fu to exhaustion, I came upon a lot of information about Unreal Engine’s World Composition and how it is used for very large levels within Unreal. This seemed like the solution for us, but everything I found on it focused on using World Composition for landscapes and “on-world” locations. While bits and pieces were helpful, there was nothing I could find that was catered for space games like Grimmstar.
As part of the focus of our YouTube channel is to include some tutorial videos for anyone interested in some of the nitty gritty of game development, I decided to do a quick tutorial on how we utilized Unreal’s World Composition tools to achieve our goal.
In this video, I go through initial setup, creating levels for individual celestial bodies like the sun and planets, and how to use Unreal’s “Layers” within World Composition to load/unload levels based on your distance to them. I also do some basic setup to help simulate light emitting from a star in every direction.
I hope this helps anyone looking to create a space game for themselves. I’m happy to answer any questions and I’d be enthralled if anyone knows of any better/more efficient practices than what I show.
Thanks!
This is really cool, loving the space theme as well :) Definitely not much out there for aerial games with UE4 sadly. Also, where is your game?
Very nice! I like the warp effect. How I handled this problem was to have a point light that was on a channel for just planets, and a directional light that follows the player like you have.
Omg this is exactly what I needed