Getting started

First of all, check that you are able to run a local demo and client by following the instructions here.

For this tutorial we are using the below:

  1. Visual Studio 2019

  2. Unreal Engine 4.24.x

  3. Nvidia Visual Debugger

  4. Git

IDE

Visual studio is the IDE used to build each individual solution. You can use your own IDE, but we recommend Visual Studio, which can be downloaded and installed from the Visual Studio website.

Client Side Engine

Simulate is a cloud-native spatial simulation application for the client side. It integrates into other engines, and in this tutorial we are using Unreal 4.24.x. The instructions for downloading Unreal are available here.

PhysX Debugger

As we are building, monitoring and debugging PhysX is important. Our developers use Nvidia’s PhysX Visual Debugger which can be downloaded here. It can be connected to one of the cells in the simulation and be used to debug it. In order to use the debugger, the simulation needs to be configured to have PhysX debugging enabled and configured to connect to your windows machine - see the section below for details.

Configuring the simulation

The simulation is configured using the Simulation/user.cfg config file. At the end of of the file you can find the configuration for the HTTP server and the PhysX Visual Debugger.

user_bin_args_user_defined = """
GLOBAL_SCALE=0.01 \
PNS_SQRT=1.0 \
MAX_PLAYERS=20 \
ORC_NUMBER=1500 \
CELL_LEVEL=10 \
TICK_RATE=15  \
WORKERS=50 \
WORLD_RADIUS=21100.0 \
SEPERATION=2.8 \
ORC_MAX_SPEED=320.0 \
ORC_MIN_SPEED=290.0 \
EDGE_REPEL=1.9 \
SIGHT=100.0 \
FLOCKING_POWER=739.9 \
FLOCKING_REPEL=4.3 \
DANGER_SIGHT=900.0 \
DANGER_REPEL=70000.0 \
PROJECTILE_HANDOVER_RADIUS_RATIO=1.5 \
PVD_ENABLED=0 \
PVD_IP=127.0.0.1 \
TERRAIN_ADDRESS=runtimeassetsaether.z33.web.core.windows.net \
ASSET_DOWNLOAD_TIMEOUT=30.0f \
"""
log_level = "info"

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