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A forum post by SwissEnforcer

“Things work differently to UE4, and to most game engines. But the same things are possible, if you take the time to figure it out“
If you mean... Then you can safely tell me how I can create a realistic water surface. (Physically correct waves exist since about waverace64)

Or how I can deform what?

Or a waving flag that moves and flutters in different directions according to wind and wind force? And collides with character or other object when touched?

There are many ways to create or simulate a mirror including mirror image. Can you show me a way that works in Dreams?

Camera... I didn't find a "bluescreen" that shows the shot.

Sharp edge works? How many objects of different sizes do you want to overlap? How long do they need for a clean surface without structural interruption with a clean fine edge? 3 hours? How long does this work with ue4 etc? 2 seconds?

I just want to understand how to get such an engine, which is so complicated to handle. And the simplest things that could be represented in games from the last millennium don't work in Dreams in 2019.

That's more than sad.

I don't want to do it badly, but I don't see a single advantage that this engine has over others.



At the time I was trying to simulate a mirror or a physical water surface, every kid would have built the whole Smurf village with every other 3D game engine.



And that with the stairs and the height including the angle... I think you just don't understand certain things. In the real world there are standards. Which is mostly of a mathematical nature. Small thought-provoking impulse... They obstruct steps that are "only" 2 cm too high. they change their motion sequence (in the game the animation does not fit any more).

you change the length of the stairs by reducing the size of the steps, but also the length of the whole staircase. If you still have an object like the railing, the height decreases and doesn't fit anymore to the game model... And that's what you want to find out with every staircase? For every object that has to fit with another object in size?

You build a sword including swing-

animation etc. Finally you realize that it is too big for your char... What do they have to change? And this without units of measurement? Hit radius, animation, special effects, sheath on the belt, animation of the sword worn on the body... Aniation as the Char draws the sword... Looking for the individual stuck circuits and switches? Is that what you want? The main thing is no polygons, vectors and a tidy, supersocial interface?

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