Forinformationoninstallation,usageandeverythingelse,pleasereadthedocs!
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BasicexamplesofthefeaturesoftheRMCcanbefoundhere!Amoreadvancedexampleprojectcanbefoundhere!
Thisprojectisalaboroflove,butunfortunatelylovedoesn'tpaythebills!Ifyou'vefoundthisprojectuseful,pleaseconsidersupportingthedevelopment!Youcansupporttheprojecthere!
TheRuntimeMeshComponentormorecommonlyknownasRMC,isareplacementtotheProceduralMeshComponent(akaPMC)foundinUE4.TheRMCismuchmoreefficient,andcarriesmanymorefeatures,whileallowingforamuchmorefine-grainedapproachforadvancedusecases,whilebeingsimpletousejustlikethePMC.Itcanhandleanyusecasefromsimplyloadingmodelsatruntime,todebugviews,tomodificationofexistingmodelsallthewayuptoproceduralgenerationofentireworlds!
TheRMChasbeenaroundfor4+yearsandhasanactivecommunityofusersfromindividuals,toschools,toFortune500companies,withmanyreleasedprojects.YoucanalsofindactivesupportinourDiscordserverhere:https://discord.gg/KGvBBTv
Features(CommunityEdition):
FullCollisionSupport,bothstatictrianglemeshanddynamicmovingobjectsVariablemeshformats,allowingfortradeoffinneededfeaturesandmemory/performanceoverheadUpto8TextureCoordinate(UV)channelsNormalorHighpreicisionTextureCoordinate(UV)channelsNormalorHighpreicisiontexturecoordinates,supportsenginefeatureforhighprecisionnormalsLODSupport,alowingenginemaximumof8LODlevelsandfullditheringsupportFullNavMeshsupportTessellationsupport,includinggenerationFullthreadingsupport,bothinternallymanagingthreadsandallowingforyourexternalthreadingsafelyaroundthegarbagecollector.Asynccollisionupdates.Ascollisioncanbeslowtoupdate,theRMCcanoffloaditfromthegamethread.SeparatecollisionfromrenderingStaticMeshconversioningameandeditor.TangentgenerationutilityMeshSlicerFeatures(PremiumEdition):
AllfeaturesfoundinRMC-Community!AdditionalReversedIndicesbufferforinvertedviewsorinvertedtransformslikenegativescaling.DepthOnlyIndices,allowforaseparateindexbufferfordepthprepassandshadowsforimprovedperformanceDistanceFieldsupport.SupportsenginefeatureslikeDFShadows,andDFAmbientOcclusion,andmaterialdistancequeries,andNiagaracollisionDistanceFieldgenerationonCPU.RMCcangeneratetheDFforyouontheCPU,GPUimplementationcominglater.Modelloadingofmanycommonformatsincludingobj,stl,fbx,x,3ds,dae,andmorethroughAssimpOptimization-ReIndex,canreindexthemeshtoremoveredundantvertices.Optimization-VertexOrder,ForsythalgorithmtooptimizetheorderofverticestoimprovecachingefficiencyOptimization-Overdraw,ReducingoverdrawofameshbyrearrangingtrianglesOptimization-VertexFetch,ImprovememorycoherencybyorderingvertexbuffertomoreefficientlyworkwithtriangleorderTextureloadingsupportfor.jpg/.jpeg,.png,.tga,.bmp,.psd,.gifTexturemipmapgenerationsupportImprovementsoverPMC:
50-90%LowermemoryuseagethanPMC30-100%lowerrenderthreadcputimeStaticdrawpathformaximumrenderingperformanceDynamicDrawpathforefficientfrequentupdates.SupportedEngineVersions:v4.1supportsengineversions4.23+v4.0supportsengineversions4.20+v3.0supportsengineversions4.17+v2.0supportsengineversions4.12+v1.2supportsengineversions4.10+
TheRuntimeMeshComponentshouldsupportallUE4platforms.CollisionMAYNOTbeavailableonsomeplatforms(HTML5)
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