A downloadable game


UE5 Procedural Cyberpunk City With Hover Car Traffic

For testing, player gets to drive a janky hover car implementation around the city.


Features Used: UE5.7 PCG, Megalights, Nanite, DLSS (Community Edition Adapted for 5.7), Hardware-Lumen, Chaos Modular Vehicle (Only for Test Drive Car).


Audio Integration: Wwise

Background Music: The Last Embrace - From Suno AI, under Light Scar

Royalty-Free Sound Effects From:  Pixabay


3D Assets (Building and Cars) From: KitBash3D, SketchFab, and other unlicensed/unclear asset sources Online.


Change Logs:

Ver 0.4.2:
-Hierarchical Instanced Static Mesh for Skyscraper Building Actors
-Instanced Static Mesh for Traffic Cars
-Level Architecture LOD for All Non-Nanite Buildings
-Moved Non-Nanite Static Mesh Buildings Into BP for HISM and LOD

Ver 0.4.1:
-Reworked Traffic Car BP To Lower Frequency of Intensive Calculations
-More than 10 fold the PCG Volume/City Size to Further Test Optimization

Ver 0.4.0:

-Wwise Audio Integration
-Most Sound Effects In
-Hover Car Implementation ver 2
-Hover Car ver 2 Tuned
-Hover Descent Functionality
-Head Light Adjustments
-Descent Functionality Implemented
-Reworked Spline Curvature

Ver 0.3.5:
-New Traffic Movement Implementation
-Hover Car Implementation ver 1
-Hover Rise Functionality
-Reworked Spline Dodge

Ver 0.3:
-Asset Optimization Patch
-Resized Textures Based on Functionality
-UE 5.7 Conversion For 'Production Ready' PCG ver
-Update to Community ver DLSS to Support 5.7
-Nanite on Appropriate Meshes
-Megalights

Ver 0.2.5:
-Chaos Vehicle, Chaos Modular Vehicle Integrated
-Drive Around On Ground
-UE ver 5.6 Conversion

Ver 0.2:
-Sample Splines to Generate Car Lanes
-Offset Car Lane to In-Air
-Buildings Locations Dodge Splines
-Integrated Hover Car Assets

Ver 0.1.5:
-Integrated Building Assets
-Added Signature Buildings Nodes on PCG
-Added Skyscraper Buildings Nodes on PCG

Ver 0.1.0:
-Volume Based PCG Graph for Procedural City Blocks Generation

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