{"id":598,"date":"2025-01-19T14:56:58","date_gmt":"2025-01-19T14:56:58","guid":{"rendered":"https:\/\/hivemind.science\/?p=598"},"modified":"2025-01-19T14:57:54","modified_gmt":"2025-01-19T14:57:54","slug":"hive-mind-progress-update-8","status":"publish","type":"post","link":"https:\/\/hivemind.science\/?p=598","title":{"rendered":"Hive Mind Progress Update #8"},"content":{"rendered":"\n<h2 class=\"wp-block-heading\">Progress Over the Past Weeks<\/h2>\n\n\n\n<p class=\"has-medium-font-size wp-block-paragraph\">Working on Hive Mind has been a mix of challenges and growth, particularly as I dove deeper into Blender and Unreal Engine. Over the last few weeks, I focused on creating and finalizing the visual representation of the environment for the simulation. This involved designing detailed meshes in Blender and integrating them into Unreal Engine\u2014a process that taught me a lot about balancing visual fidelity and technical requirements.<\/p>\n\n\n\n<div style=\"height:27px\" aria-hidden=\"true\" class=\"wp-block-spacer\"><\/div>\n\n\n\n<h2 class=\"wp-block-heading\">Blender Learning Journey<\/h2>\n\n\n\n<p class=\"has-medium-font-size wp-block-paragraph\">Blender has been a fantastic tool for shaping the environment. Creating complex geometry, like ant hills with intricate tunnels, required adding a lot of detail to the mesh. However, this resulted in a high triangle count, which initially caused performance issues in Unreal Engine. Through trial and error, I discovered how to simplify the mesh using Blender\u2019s <strong>Decimate Modifier<\/strong>, reducing the file size from 40 MB to just 5 MB while retaining the important details. This optimization made the mesh much more manageable for Unreal Engine.<\/p>\n\n\n\n<p class=\"has-medium-font-size wp-block-paragraph\">I\u2019ve grown to appreciate Blender\u2019s flexibility, but I\u2019m also glad we\u2019re nearing the end of setting up the environment. The experience has been rewarding, but I\u2019m excited to move on to the next stages of the project.<\/p>\n\n\n\n<div style=\"height:28px\" aria-hidden=\"true\" class=\"wp-block-spacer\"><\/div>\n\n\n\n<h2 class=\"wp-block-heading\">NavMesh and Underground Navigation<\/h2>\n\n\n\n<p class=\"has-medium-font-size wp-block-paragraph\">Early in the project, I planned to use Unreal Engine\u2019s NavMesh system for all navigation. However, after learning more about its limitations, I decided to limit its use to the surface only. The underground tunnels of the ant nests presented unique challenges:<\/p>\n\n\n\n<ul class=\"wp-block-list\">\n<li class=\"has-medium-font-size\">Some tunnel entrances were too high to be covered properly by the NavMesh.<\/li>\n\n\n\n<li class=\"has-medium-font-size\">The complexity of the underground mesh and its steep transitions made NavMesh less practical.<\/li>\n<\/ul>\n\n\n\n<p class=\"has-medium-font-size wp-block-paragraph\">Instead, I\u2019ll be using <strong>trigger boxes<\/strong> for entering and exiting tunnels. When an ant enters a tunnel, a timer will be triggered, and the ant will be teleported to the other side after the set time. This approach simplifies navigation while maintaining realism within the simulation.<\/p>\n\n\n\n<div style=\"height:37px\" aria-hidden=\"true\" class=\"wp-block-spacer\"><\/div>\n\n\n\n<h2 class=\"wp-block-heading\">Purpose of Ant Nests<\/h2>\n\n\n\n<p class=\"has-medium-font-size wp-block-paragraph\">Ant nests play a crucial role in the simulation. These nests will serve as:<\/p>\n\n\n\n<ul class=\"wp-block-list\">\n<li class=\"has-medium-font-size\"><strong>Storage Areas<\/strong>: Where food is brought and stored.<\/li>\n\n\n\n<li class=\"has-medium-font-size\"><strong>Resting Spots<\/strong>: Where ants recover energy.<\/li>\n\n\n\n<li class=\"has-medium-font-size\"><strong>Larvae Care<\/strong>: Where worker ants nurture and care for the larvae, ensuring the colony\u2019s growth.<\/li>\n<\/ul>\n\n\n\n<p class=\"has-medium-font-size wp-block-paragraph\">If you have additional insights into how real-world ant nests function, feel free to share. I\u2019m always open to learning more to improve the simulation\u2019s accuracy.<\/p>\n\n\n\n<div style=\"height:44px\" aria-hidden=\"true\" class=\"wp-block-spacer\"><\/div>\n\n\n\n<h2 class=\"wp-block-heading\">Vertex Painting for Materials<\/h2>\n\n\n\n<p class=\"has-medium-font-size wp-block-paragraph\">Another key learning experience was using <strong>vertex painting<\/strong> in Unreal Engine. The goal was to differentiate between areas above ground (grass) and below ground (sand). Initially, I considered using the Z-position or face direction to identify underground areas, but this approach didn\u2019t work consistently. Some underground faces pointed upward or had Z-positions higher than the average surface level.<\/p>\n\n\n\n<p class=\"has-medium-font-size wp-block-paragraph\">To solve this, I used vertex painting to manually mark underground areas for the sand material. This method allowed for precise control and ensured the materials were applied correctly. It was a bit time-consuming but worth the effort for the level of detail achieved.<\/p>\n\n\n\n<div style=\"height:39px\" aria-hidden=\"true\" class=\"wp-block-spacer\"><\/div>\n\n\n\n<h2 class=\"wp-block-heading\">Looking Ahead<\/h2>\n\n\n\n<p class=\"has-medium-font-size wp-block-paragraph\">With the environment visuals nearing completion, I\u2019m feeling re-energized to dive back into coding and gameplay mechanics. The balance of creating and problem-solving in this project has been both rewarding and challenging. As I continue documenting my progress, I\u2019m excited to share more about the simulation\u2019s evolution.<\/p>\n\n\n\n<p class=\"has-medium-font-size wp-block-paragraph\">Thanks for following along! Feel free to drop questions, suggestions, or just say hi in the comments. Your feedback means a lot as I continue developing Hive Mind.<\/p>\n\n\n\n<p class=\"has-medium-font-size wp-block-paragraph\">Stay tuned for more updates!<\/p>\n\n\n\n<hr class=\"wp-block-separator has-alpha-channel-opacity\"\/>\n\n\n\n<div style=\"height:29px\" aria-hidden=\"true\" class=\"wp-block-spacer\"><\/div>\n\n\n\n<figure class=\"wp-block-image size-large\"><img loading=\"lazy\" decoding=\"async\" width=\"1024\" height=\"651\" src=\"https:\/\/hivemind.science\/wp-content\/uploads\/2025\/01\/LowPolyTerrainSurface-1024x651.png\" alt=\"\" class=\"wp-image-599\" srcset=\"https:\/\/hivemind.science\/wp-content\/uploads\/2025\/01\/LowPolyTerrainSurface-1024x651.png 1024w, https:\/\/hivemind.science\/wp-content\/uploads\/2025\/01\/LowPolyTerrainSurface-300x191.png 300w, https:\/\/hivemind.science\/wp-content\/uploads\/2025\/01\/LowPolyTerrainSurface-768x489.png 768w, https:\/\/hivemind.science\/wp-content\/uploads\/2025\/01\/LowPolyTerrainSurface.png 1363w\" sizes=\"auto, (max-width: 1024px) 100vw, 1024px\" \/><\/figure>\n\n\n\n<p class=\"wp-block-paragraph\"><em>One ant chose even to take a swim<\/em><\/p>\n\n\n\n<div style=\"height:36px\" aria-hidden=\"true\" class=\"wp-block-spacer\"><\/div>\n\n\n\n<figure class=\"wp-block-image size-large\"><img loading=\"lazy\" decoding=\"async\" width=\"1024\" height=\"575\" src=\"https:\/\/hivemind.science\/wp-content\/uploads\/2025\/01\/LowPolyTerrainNests-1024x575.png\" alt=\"\" class=\"wp-image-600\" srcset=\"https:\/\/hivemind.science\/wp-content\/uploads\/2025\/01\/LowPolyTerrainNests-1024x575.png 1024w, https:\/\/hivemind.science\/wp-content\/uploads\/2025\/01\/LowPolyTerrainNests-300x168.png 300w, https:\/\/hivemind.science\/wp-content\/uploads\/2025\/01\/LowPolyTerrainNests-768x431.png 768w, https:\/\/hivemind.science\/wp-content\/uploads\/2025\/01\/LowPolyTerrainNests.png 1370w\" sizes=\"auto, (max-width: 1024px) 100vw, 1024px\" \/><\/figure>\n\n\n\n<p class=\"wp-block-paragraph\"><em>The underground nest chambers which are all connected with tunnels. <\/em><\/p>\n","protected":false},"excerpt":{"rendered":"<p>Progress Over the Past Weeks Working on Hive Mind has been a mix of challenges and growth, particularly as I dove deeper into Blender and Unreal Engine. Over the last few weeks, I focused on creating and finalizing the visual representation of the environment for the simulation. This involved designing detailed meshes in Blender and [&hellip;]<\/p>\n","protected":false},"author":2,"featured_media":0,"comment_status":"open","ping_status":"open","sticky":false,"template":"","format":"standard","meta":{"footnotes":""},"categories":[9,8],"tags":[],"class_list":["post-598","post","type-post","status-publish","format-standard","hentry","category-challenges-learnings","category-progress-updates"],"_links":{"self":[{"href":"https:\/\/hivemind.science\/index.php?rest_route=\/wp\/v2\/posts\/598","targetHints":{"allow":["GET"]}}],"collection":[{"href":"https:\/\/hivemind.science\/index.php?rest_route=\/wp\/v2\/posts"}],"about":[{"href":"https:\/\/hivemind.science\/index.php?rest_route=\/wp\/v2\/types\/post"}],"author":[{"embeddable":true,"href":"https:\/\/hivemind.science\/index.php?rest_route=\/wp\/v2\/users\/2"}],"replies":[{"embeddable":true,"href":"https:\/\/hivemind.science\/index.php?rest_route=%2Fwp%2Fv2%2Fcomments&post=598"}],"version-history":[{"count":1,"href":"https:\/\/hivemind.science\/index.php?rest_route=\/wp\/v2\/posts\/598\/revisions"}],"predecessor-version":[{"id":601,"href":"https:\/\/hivemind.science\/index.php?rest_route=\/wp\/v2\/posts\/598\/revisions\/601"}],"wp:attachment":[{"href":"https:\/\/hivemind.science\/index.php?rest_route=%2Fwp%2Fv2%2Fmedia&parent=598"}],"wp:term":[{"taxonomy":"category","embeddable":true,"href":"https:\/\/hivemind.science\/index.php?rest_route=%2Fwp%2Fv2%2Fcategories&post=598"},{"taxonomy":"post_tag","embeddable":true,"href":"https:\/\/hivemind.science\/index.php?rest_route=%2Fwp%2Fv2%2Ftags&post=598"}],"curies":[{"name":"wp","href":"https:\/\/api.w.org\/{rel}","templated":true}]}}