Projects with this topic
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Code Breaker is a multiplayer team-based hero shooter created as part of the thesis project for my degree in Computer Science at Universidade de Santiago de Compostela. Although not a full fledged game, it offers a basic player loop from creating and finding matches to team based character selection and match functionality with different abilities.
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3D discovery (Blender, Unreal Engine, WebGPU). https://3ddiscovery-f10b13.gitlab.io | School Project
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Engine version: Unreal Engine 5.6.1
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Top down shooter tutorial on Unreal Engine 5 following Gamedev Teacher course: https://youtu.be/hn98tbztoBg?si=FHwZ9iRJK6zx7CiX
Technology: Unreal Engine (5.1.1)
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A real-time procedural planet generation tool built in Unreal Engine 5. This application allows users to generate, customize, and explore planet-sized terrains using advanced noise algorithms and dynamic mesh generation.
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UndesJam 2025 - game jam project made by a team of 5 people, 1 developper, 3 3D artists and 1 animation artist. If you want to try it and give feedback, feel free to contact me! Free download available here -> https://showtimelab.itch.io/le-collecteur-independant-intergalactique
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Develop an ESP32-based automotive ECU simulator (ESP-IDF) implementing basic diagnostic logic (DTC management, UDS-like services, CAN simulation) with cloud LLM integration for intelligent error interpretation and repair recommendations.
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Un prototype d'une IA ennemi codé en C++ qui controle une armée de robot et qui s'adapte au joueur.
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Ce prototype m'a permis de découvrir le fonctionnement du multijoueur sur Unreal Engine.
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Un jeu créé en 48h par une équipe de 4 personnes (un développeur, un graphiste et 2 compositeurs)
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Un jeu de plateforme 2D riche. Vous incarnez une jeune héroïne qui explore l'île de Temehani pour sauver sa mère.
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A functional "Among Us" 3D clone prototype made using Unreal Engine.
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A Realistic FPS game called "CSA" or other name "ProjectCSA"
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Data-Driven RTS in Unreal Engine 5
This project started as a portfolio piece for an RTS game but evolved into a performance-focused learning experience. The goal is to create a highly scalable RTS game capable of handling large numbers of units (tens of thousands) with minimal overhead using Unreal Engine 5's Mass Entity and Niagara.
Initially, I used Unreal's Actor and Component systems to develop basic units and commands. However, as the project progressed, I realized that this approach was too resource-heavy for managing large unit counts. To solve this, I switched to Unreal's Mass Entity Framework (ECS), which allows for better performance and scalability by organizing data in a more efficient, parallelizable format. This transition drastically improved performance and made handling large numbers of units feasible.
For visualizing these Mass Entities, I moved away from the default Instanced Static Meshes and opted for Niagara particle systems. This change not only provides better control over visuals but also improves performance. However, integrating Mass Entities with Niagara is a challenge, as there’s little to no documentation on how to pass data between the two systems or make them work together efficiently.
Currently, the project is in its early stages, with the core Mass and Niagara systems being integrated. While some of the basic unit systems and mechanics are in place, much of the work has been focused on developing solutions to bridge Mass and Niagara into a custom hybrid architecture.
Future Goals: Expand the RTS systems, including pathfinding and resource management.
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This is a lightweight Unreal Engine plugin located at Plugins/MultiplayerSessions that encapsulates common multiplayer session workflows so project code and blueprints do not need to interact directly with the Online Subsystem. The core of the plugin is UMultiplayerSessionsSubsystem, which exposes functions to create, find, join, start and destroy sessions while internally obtaining and using the engine's IOnlineSession interface. Session configuration (LAN vs. online, public connection count, presence, advertisement and lobby usage) is handled via FOnlineSessionSettings, and all asynchronous operations are reported back through delegate-based callbacks with proper delegate handle management to add and remove delegates safely. The plugin is designed to be easy to integrate into a menu system (examples included), supports presence and lobby-enabled backends when available, and requires a configured Online Subsystem (for example OnlineSubsystemNull for local testing or a platform-specific subsystem for real matchmaking).
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Praca przedstawia analizę nowoczesnych technik tworzenia poziomów gier z wykorzy- staniem Unreal Engine 5 oraz narzędzi Gaea, Houdini. Skupiono się na ocenie jakości wizualnej, wydajności i możliwości integracji. Celem było porównanie skuteczności narzędzi oraz wskazanie ich zastosowań w grach, filmach, wizualizacjach i VR.
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