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.

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