
Speeding Up Destruction in Giantess Playground | Unreal Fest Orlando 2025
In this session recorded at Unreal Fest Orlando 2025, Aggressive Mastery explains how they leveraged Unreal Engine’s destruction system for Giantess Playground.
The game Giantess Playground, slated for release later this year, features a Godzilla-sized woman destroying a city as she walks through it.
This level of destruction naturally requires numerous physics simulations to run in real time. To prevent the game from choking the CPU in a struggle to keep up, developer Micah Berninghausen, CEO of Aggressive Mastery, created a plugin called Nanite Niagara to offload physics impacts to the GPU via Niagara, creating a hybrid CPU/GPU solution for physics.
Learn how Berninghausen managed bottlenecks and increased the number of simulated fragments, and efficiently spawned particles and exported data from Niagara GPU systems in his work on Giantess Playground.
This session also covers topics like assessing the impact of volume and overhead via Unreal Insights, determining when and where to convert Blueprints to C++ and/or C++ multithreading, and how to avoid delays when dealing with large amounts of data.
This session gives you the knowledge to set up high-performance simulations at volume with full Nanite and Lumen support, and to implement the hybrid CPU/GPU solution in your own projects.
Find out more about creating games with Unreal Engine here: unrealengine.com/uses/indie-games
#GiantessPlayground, #AggressiveMastery, #NiagaraDestruction, #Nanite, #UnrealInsights, #BlueprintVisualScripting, #C++, #Multithreading, #UnrealEngine, #UE5, #UnrealFestOrlando
The game Giantess Playground, slated for release later this year, features a Godzilla-sized woman destroying a city as she walks through it.
This level of destruction naturally requires numerous physics simulations to run in real time. To prevent the game from choking the CPU in a struggle to keep up, developer Micah Berninghausen, CEO of Aggressive Mastery, created a plugin called Nanite Niagara to offload physics impacts to the GPU via Niagara, creating a hybrid CPU/GPU solution for physics.
Learn how Berninghausen managed bottlenecks and increased the number of simulated fragments, and efficiently spawned particles and exported data from Niagara GPU systems in his work on Giantess Playground.
This session also covers topics like assessing the impact of volume and overhead via Unreal Insights, determining when and where to convert Blueprints to C++ and/or C++ multithreading, and how to avoid delays when dealing with large amounts of data.
This session gives you the knowledge to set up high-performance simulations at volume with full Nanite and Lumen support, and to implement the hybrid CPU/GPU solution in your own projects.
Find out more about creating games with Unreal Engine here: unrealengine.com/uses/indie-games
#GiantessPlayground, #AggressiveMastery, #NiagaraDestruction, #Nanite, #UnrealInsights, #BlueprintVisualScripting, #C++, #Multithreading, #UnrealEngine, #UE5, #UnrealFestOrlando
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