mushogenshin.bsky.social
@mushogenshin.bsky.social
I’m pleased with the initial results, and I plan to implement a proper layout algorithm with C++ (like NodeSoup) once the graph grows. For now, it’s a convenient step to focus on setting up the fundamental mechanism that enables the ability for players to tweak character visuals procedurally.
April 16, 2025 at 5:56 AM
Nodes attract connected nodes with a logarithmic force based on distance, preventing nodes from attracting too strongly. Simultaneously, nodes repel disconnected nodes with an inverse of the squared distance, reducing repulsion as nodes distance apart.
April 16, 2025 at 5:56 AM
My basic UE implementation uses a Node class based on Actor, storing references to connected nodes. Instead of using UE’s Add Force, I manually calculate attract and repel forces on each tick.
April 16, 2025 at 5:56 AM
I discovered how D3 handles FDG visuals masterfullly 15 years ago and found a YouTube video where World of Zero attempted a simple FDG implementation in Unity. However, I couldn’t find an Unreal version. I decided to implement it myself, drawing inspiration from a neat document from Brown University
April 16, 2025 at 5:56 AM