#Super Spline Mesh - Ultrafast Procedural Spline Meshes

1 messages · Page 1 of 1 (latest)

stiff crystal
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HI, THIS IS EEZSTREET
ARE YOU MAKING A GAME WHERE YOU NEED SPLINE MESHES?
DO YOU NEED THOSE SPLINE MESHES TO BE RE-RENDERED AT RUNTIME AND BE DYNAMIC?
ARE YOU FED UP WITH SLOW PERFORMANCE?
WELL, I'VE GOT THE PLUGIN FOR YOU. INTRODUCING SUPER_SPLINE_MESH. THIS BABY CAN FIT SO MANY GODDANG POLYGONS ON IT THAT IT'LL MAKE YOUR HEAD SPIN.
AND SPIN IT CAN - MY PLUGIN SUPPORTS ROLLING, ROTATION, AND SCALING ALONG SPLINES - NOT EVEN EPIC CAN CLAIM THAT WITH THEIR SPLINE MESH COMPONENTS.
BEST OF ALL, YOU CAN SPECIFY A MATERIAL AND MESH FOR EACH INDIVIDUAL POINT IN THE SPLINE.
AND IT ALSO SUPPORTS CLOSED LOOPS AND OTHER BASIC THINGS THAT A LOT OF OTHER SPLINE STUFF ON THE MARKETPLACE DOESN'T SUPPORT
DID I MENTION THAT OUR NEWER VERSION (STILL PENDING APPROVAL) IS GOING TO INCLUDE SUPPORT FOR REGENERATING THE NAVMESH?
YOU BETTER BELIEVE IT SON, THIS PLUGIN IS THE REAL DEAL
https://www.unrealengine.com/marketplace/en-US/product/super-spline-mesh-realtime-procedural-spline-mesh

Unreal Engine

Generate fast, realtime procedural meshes for splines!

sonic sinew
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Do you have a showcase video of the tool in action?

stiff crystal
# sonic sinew Do you have a showcase video of the tool in action?

Hi - it's not a tool, rather it's an actor component that you can include in your actors to provide a means to generate meshes that bend around a spline.
You have to have the following in your actor:

  • This component
  • A spline component
  • A procedural mesh component
    To answer your question though, here's an example where I'm rescaling and translating a point in the spline. This component is much more performant than other plugins on the marketplace at doing this because I only modify the mesh where it gets modified, rather than regenerating the whole mesh.
sonic sinew
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Oh I see. Thanks!

stiff crystal
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I’ve posted a new update - v1.0.2 - and it includes support for navigation and fixes some bugs.

worthy pumice
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@stiff crystal Hello, I got a question, will it be effective if I need to constantly move the spline component in real time, and add a point to the beginning and remove it from the end?

stiff crystal
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yes! that is what this plugin is designed to optimize specifically.
Basically, it adds a component called a Procedural Spline Mesh component. You supply it with a Procedural Mesh Component and a Spline Component that's on your actor.
You can freely move around the spline component and it will check for modifications to it and re-render the mesh only as needed so it doesn't murder your performance.
The Procedural Spline Mesh component has a "Add Spline Point" and "Remove Spline Point" method. If you call these instead of the ones on the spline component, it'll be more optimized than adding/removing points to the spline component.

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(because if you add/remove points from the spline component, it'll re-render the entire mesh. whereas you don't necessarily need to do that if you use the methods on the procedural mesh component)

north turret
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hey @stiff crystal sorry to bug, i recently purchased your plugin and wanted to ask, is there a way to change curve strenght on it/ do straight curves?
It exposes add points remove points, but in my case e.g. im trying to add tighter corners so if i input
x 0 y 0
x 10 y 0
x 10 y 10
it would give a crazy big curve, and if i narrow it like adding
.. x 9 y 0 .. x 10 y 1.. in between it mostly fixes it , but yeah im just tryign to use your tool but have sharp corners, just wanted to ask if its possible somenow? (im very happy to dig into c if its a c solution)
Thanks!

stiff crystal
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Yeah so if you want to tweak the curve, that’s a matter of tweaking the spline handles