April 2023

Chat GPT and GPT as AI Engine?

I have made some tests in order to integrate ChatGPT in game, so that this AI can control Talas. This works surprisingly well. It is possible to chat and roleplay with Talas using the in-game chat.

GPT takes control a logical way depending on the roleplay. If GPT decides to stomp, then Talas will move over the player and stomp them down.

Video on twetter

GPT can control Talas thanks to a starting prompt explaining to LLM the different commands to use in order to interact with the game. The game’s AI then takes over. I think there is a great potential in using LLM for decision making.

Play With Talas Using GPT

I have worked in an open manner, so if need be, users can use solutions other than GPT, such as GPT4All that can be hosted locally.

I will keep working on this after updating to v0.4.4. It will thus be possible to play with GPT from v0.4.5 depending on your votes.

VR Hands and XR System

I’ve kept working on VR hands and XR implementations linked to those. Working on VR is very constraigning and took me the most time this month and the previous one.

The various modules such as user interface, teleportation, finger tracking, interactions and item grabbing work both in solo and in multiplayer.

Besides a few potential bugs to fix, most if not all of the code related to VR hands should be done. It is a huge portion of development that is completed and should not need to be reworked before a long while.

I also worked on the game’s XR and added vehicle control in VR. For the time being, this only works in solo.

VR JumpIn Toy Car

This vehicle control is similar to linear movement. It may be interesting in future versions to add a steering wheel and a lever for acceleration.

 

Game graphics options.

I added new settings to offer more control over video quality. It is now possible to control global illumination quality, reflections, and shading.

Graphics Options

Following several requests, I reworked motion blur and added the possibility to disable it.

Talas stomp with motion blur effect

Regarding the game’s rendering, it is now possible to have a path tracing rendered in real time and also working in VR for the strongest rigs. This rendering contains lots of noise: it is best used as a debugging option to test the game engine’s limit rather than a real feature.

I also recommend to lower the graphics settings to the minimum before using this rendering mode.

Animations

I continued working on new animations so that Talas can lay down on his bed.

I also kept updating my situation system, this time not to edit the system’s scripts, but to create tools that will allow me to edit configuration files and preview animations.

As for animation scripts in Unreal Engine, I have several nodes available in my 3D scene.

I define for each node its properties, animations and its relations with other nodes. This allows me to avoid errors and makes configuration easier and visual.

Animation Situation Visual Nodes Update

Mainmenu level

I updated the main menu’s map with Nanite models from a Quixel pack.

Main Menu Level Update

This helps me do some testing.