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Chaos Break


Progress through the game is made by defeating the enemies, which in this case are alien parasitic lifeforms, mutated staff members and the laboratory's robotic security drones, collect level-clearance pass cards and data which are CD discs. Looting the corpses and lockers for health, ammo and key items to progress through the facility and with a in-game 24 hour clock that affect some of the doors' access window. An element of survival horror is introduced at the computer terminals, where the player can save their game and read the E-Mails that explain some of the back-story of those who worked at the civilian research facility before the outbreak.[1]




Chaos Break



The Chaos Destruction system is a collection of tools within Unreal Engine 4 (UE4) that can be used to achieve cinematic-quality levels of destruction in real time. In addition to great-looking visuals, the system is optimized for performance, and grants artists and designers more control over content creation. The system relies on Geometry Collections (to define items to be destroyed), Fracturing (to define how Geometry Collections are destroyed), and Clustering (to define the varying levels in which to break apart Geometry Collections). There are additional tools that can be used to control how your Geometry Collections are destroyed including the Connection Graph (how the fractured pieces of a Geometry Collection are connected to one another), and Fields (a method in which to directly interact with and control fractured pieces).


Destruction within the Chaos system starts with a new kind of asset called a Geometry Collection. These assets can be built from one or more Static Meshes, including those gathered together in Blueprints or even nested Blueprints. Once you have a Geometry Collection, you can break it apart using the Fracture Editor and define the settings that determine how it breaks apart. Before you start fracturing and breaking things apart with the Chaos tools, it's best to think about what it is you want to break apart, and how your Geometry Collections are constructed for the best results.


When fracturing each of the individual pieces, the risk of similar breaks and hard edges may occur. On the larger piece, the fracture is spread across the entire piece which may provide better results.


Typically, when destroying things like buildings you will want a small number of clusters (or bigger pieces) on Level 1 and as the Level increases, the more breakage occurs (smaller pieces). For optimization, you might not want thousands of pieces on the initial break, but instead, have individual pieces break off as the building is coming down. Another option available for optimization is the ability to define the Max Cluster Level in which to fracture.


This option can be set on the Geometry Collection in your Level and enables you to define which Fracture Level you want to limit the breakage to. Once set, the Geometry Collection will not exceed the defined Level.


You can also define the Damage Threshold per Actor to determine how much strain is required for each successive Level to break. You can find this option under the Clustering section in the Details panel.


In the example above, the damage threshold required to break apart each Level is set up in a descending manner through each of the ascending Levels. This means that Level 4 will start to fracture first and as damage increases, the Levels before it starts to fracture as well. If you look at the image below, you can see that on Level 1 the pieces clustered together in larger chunks (toggle on/off with Shift + B).


What is occurring here is that the large pieces fall away, while the thresholds control how easily collisions and forces will allow them to break down further. Typically as clusters fall down, the collisions will lower their velocities. This means that lower thresholds are needed to ensure that smaller pieces break down even more.


The Fields system within the Chaos Destruction tools is a way of directly affecting a physics simulation by occupying a region of space (with varying parameters) in order to produce different behaviors or breakage effects. Fields can be created inside the Content Browser, and are purely a container for data (they do not open up as an asset).


Anchor Fields can be used to lock portions of a Geometry Collection in place while the rest of the Geometry Collection breaks apart. Anchor Fields differ from most Field System nodes in that they must be established during the Construction phase since the connection graph must also be established prior to simulation. Therefore, their logic is defined within the Construction Script of a Field System Actor Blueprint and applied using an Add Field Command node (Apply Physics Field will not work). Upon simulation, if Clustering is enabled, an anchored geometry collection will remain static until a Strain force is applied using a Strain Field.


A Cluster Strain Field can be used to cause sections of a Geometry Collection to decay and break away once values have been reached that exceed the Geometry Collections Damage Threshold.In the video below, an Anchor Field (yellow box) is used to lock a portion of the building in place while a Cluster Strain Field (pink sphere) is used to indicate the location in which to apply the strain. The result is an effect where part of the building breaks away while the rest remains intact, as seen in the sample below.


Chaos solvers within the Chaos Destruction system can store a list of collision, breaking, and trailing events as the simulation runs. Inside the Niagara Effects system, those events are listened for through the Chaos Data Interface. A Niagara system that implements the Chaos Data Interface (by default) is active for all rigid bodies driven by the world Chaos Solver; however, you can point your Niagara system to your custom Chaos Solvers as well.


Geometry Collections can send collision and break events that can be used to trigger gameplay. For the Geometry Collection to send these events, the Notify Collisions (for collision events) or Notify Breaks (for break events) must be enabled on the Geometry Collection Actor. You can enable these options inside the Details panel for the selected Geometry Collection Actor under the General section.


With a reference to the Geometry Collection Actor (and Geometry Collection Component within), you can bind to the OnChaosBreakEvent which will fire when the Geometry Collection breaks.


You can break apart the Collision Info struct to retrieve information about the collision such as the primitive component and other component involved in the collision, the location, normal, velocity values and mass.


Using a combination of Break and Collision Events, along with Fields, you can cause destruction through gameplay events such as firing a weapon. Using information from the Collision Event, you can spawn a Field at the impact location, causing a break as depicted in the video below.


It was a stark contrast to the chaos in Miami Beach, where two people died, a third was wounded and several were injured in stampedes after gunshots rang out twice over the weekend, and unruly crowds were seen going wild and jumping on occupied cars, prompting a citywide state of emergency.


From satisfying work to sudden unemployment. From a happy marriage to a hurtful divorce. From caring for the kids to caring for an aging parent. These are just a few of the countless ways that life hurls us into the chaos of change, where our certainties are shaken and our faith may even begin to falter. But what if we saw the chaos-the "mess"-of our lives not as something to fear or eschew, but as something to embrace?


In The Other Side of Chaos, best-selling author Margaret Silf looks closely at the subject of chaos-and the intrinsic transition it brings-through the lens of Christian spirituality. Through Scripture stories and verses, personal accounts, and other anecdotes, Silf helps us develop an authentic "spirituality of transition" that leads us to live out life's changes constructively, creatively, and confidently.


Ultimately, The Other Side of Chaos gives us the courage to trust God when life is breaking down and to see our messes not as something to be rescued from, but as something that will help us break through to a place where God makes all things new.


Chaos BreakTwin blades of chaos and order. They possess infallible defences.StatisticsTypeFiora's Twin BladesAttack240 - 255Physical Def18Ether Def18Critical Rate0%Block Rate6%Empty SlotsUniqueSell Price5,200 GQualitiesPhys Def Down IV15%


a, Scenario illustration of the congestion issues. Tx(Rx) represents the transmitter(Receiver); PD represents the photodetector; B represents the bandwidth of the linear frequency chirp, while fmax and fmin denote the maximum and minimum frequency. b, Comparisons between the parallel TOF, FMCW and chaotic LiDAR show the advantages of using parallel chaos, which includes breaking the temporal and frequency congestion and system simplicity in the receiving end. c, Conceptual diagram of the parallel chaotic LiDAR used in a real scenario. d, Conceptual illustration of integrated parallel LiDAR system, which is mounted in the headlight position of the car shown in c. The chaotic comb with a wide spectrum range is pumped by a heterogeneous integrated DFB laser and is emitted to different spatial channels in correspondence with the wavelength of the comb line by a one-dimensional optical phased array (OPA). The echoes containing all wavelength channels are received simultaneously by two high-sensitivity PDs and calculated with the demultiplexed reference channels to obtain the distance, velocity and reflectivity information by Application Specific Integrated Circuits. 041b061a72


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