Cutter
Cutter#
This is a prototype game where I use Unreal’s Procedural Meshes to slice objects at runtime. I am using object pooling to reuse despawned procedural meshes; this method can give a huge performance boost in large projects. A Niagara Particle System is used to have a blade-like effect when cutting.
For this project I am also developing a plugin that enables the use of Microsoft public GDK in Unreal Engine (otherwise you should be part of ID@Xbox). When this plugin will work in a complete way, it will be published on GitHub.

Roles#
I did everything alone starting from Unreal’s FirstPerson Template.
Software#
This game is made in Unreal Engine 5.7 and contains a basic set of GDK features.
Source Code#
As a source control option I am using Perforce P4. My instance is hosted at p4.pulli.me:1666.
Contact me to receive the guest credentials and see the source code.