Aggressive Mastery, LLC.

Aggressive Mastery, LLC.Aggressive Mastery, LLC.Aggressive Mastery, LLC.

Aggressive Mastery, LLC.

Aggressive Mastery, LLC.Aggressive Mastery, LLC.Aggressive Mastery, LLC.
  • Home
  • WISHLIST
  • Patreon
  • Nanite-Niagara
  • Contact
  • More
    • Home
    • WISHLIST
    • Patreon
    • Nanite-Niagara
    • Contact

  • Home
  • WISHLIST
  • Patreon
  • Nanite-Niagara
  • Contact

Works In progress

About GameDevMicah & Projects

Than you for your Interest, Sorry for the dimensions of this website, it is Under Construction.

Micah Berninghausen

1999

I was 16 and a Member of the Counter Strike Alpha Team, Justin 'N01thing' Delong (17) My Idol, Mentor and Best Friend. 

I worked all summer break (3mo) to make the FIRST DE_(Destruction) level, DE_DAM. 

My hard drive and mentor both passed away nearly the same day.

Instead of rebuilding during school, I went to school. I learned networking and compute, and I did a 20 year life in that industry, except for software engineering.


The Destruction Challenge of my past, must be met.

3 EMG Projects:

2023

1. Movement Projections

    Parallelization of Moving Objects


2. Super Hero Tear Up

    Full Destruction Fighter


3. Roadless The Game

    Full Destruction Survival


Notes: 

Tim Sweeney Support Tweet

GoosemanCS Support Tweet



Engine Development: Movement Projections

Parallelization / Grouped Movement of non-Impacted Simulating objects for massive on-screen replicated movement.

Problem/Goal: Movement Requires Computation.

All Simulating Physics require calculation. That limits us to a set amount of movement on the screen at one time, due to hardware limits.

Solution: Group Moving Objects

I created a system to categorize similarly-moving actors (GREEN) and batch group (PINK) movement to a single projected-call to a future impact, manage the conversion, pooling, and distributed of frame checking to do so. 

100% Blueprints, Nanite & Lumen. Example is of Grouped Falling Objects.

Share: More Runtime Moving objects.

By removing calculation for free falling objects, and pooling a set number of actors for simulation, we can control frame-rate and skip simulations based on load. Allowing massive movement not(?) seen before, with on-demand interactions. 

This method is easily traced and referenced against. 


Video Game: Super Hero Tear Up (Small Scope)

Using Physics with Movement Projections system to Destroy the Matrix City in real-time, 1-8+ player destruction. UE5/Nanite/Lumen

Why Play

Comics & Movies

Super Heros are popular in current culture, and I have a lot of positive support for super hero games via twitter.

Prior Super Hero FIGHTER Video games do Not provide Full Destruction and Multiplayer.

Fully Destructible and Multiplayer

All Static Meshes are Woke Up to Physics Actors and Returned to sleep on demand. Movement Projections directly impact replication requirements.

Mesh Breakdown System To Debris

Each world mesh is broken down into common debris meshes pieces via runtime overlaps.

Debris SFX/VFX

Sounds and added VFX match mesh types (wood, concrete, brick, metal) and pooled for client only use.  

Managed Endless Destruction

Common Destruction Meshes are used for for Memory Containment. Limits are based on Hardware. 

Pieces are merge to large groups or meshes and individuals are removed.

Layering Into Project

Using the Matrix City Sample Levels 

Building Interiors: Floors, Elevators, Stairs, Proc Gen

Interiors added to the Building of the Matrix Sample City, this with Movement Projections allows first person full building collapse, using Nanite Fully HD meshes. 

Fly through buildings, never let the fight be stopped.

DENSITY - Massive Crowds/NPC/AI To Interact with

Using Movement-Projections for large crowds and to convert to AI/NPC on radius to players. With flip-book Baked out Animations to Nanite Static Meshes, and Spliced up T-Poses Nanite meshes attached to skeletal sockets, we obtain for a fully Nanite presentation.


Video Game: Roadless The Game (Big Scope)

Twitter @RoadlessTheGame : End of the World Apocalypse Escape First Person Survival Procedural Generated Player Made Worlds.

Why Play

The World is ever Changing, bringing players together by removing quadrants of landscape (sand) which are not occupied and spawning in new points of interest from above and below.  

Action is always near, 

dead space fades away.  

Floating City Chunk to Land on the Event Horizon

Here is the small city sample fully prepped to be destroyed mesh-by-mesh and land on the Event Horizon of the black hole below.

What Experience

Earth is eaten and distributed across the Event Horizon in chunks by the wormhole created when a Fusion Power Plant pushed too far in generating Crypto 'currency.' 

You start on that Earth.

Event Horizon and piled buildings

The Horizon changes, sand moves, chunks of plants land and crush things, break apart and fall through the sand into the black hole. 

(Multiplayer World)

Condensing land & Escape Mechanics

Enter a Multiplayer World (<100) on the Dune Desert Wasteland of the Final Event Horizon orbiting the only Black Hole. Piece of the world are mixed and matched runtime replicated.

(Gameloop + Player Hideouts)

Raiders, Scavengers, Players AI

AI and Players spawn in the world after the same things, loot. AI will break down doors, break boxes and steal loot. 

Players can hide, fight, Build and ambush. All a day in the life. 

Multiplayer Experience (Cars)

Players experience the destruction of earth, and the distribution across the MadMax planes of the Event Horizon, as NPC and other players wait to loot the spoils. Survival. 

+Vehicle/Base/POI/Character/Equipment Customization

MadMax Runtime Generated World

The world of the Event Horizon Plane, this shows the general idea of destroyed buildings across the entire plane, which larger chunks would rain from above.

Full Building Shell Fall Tests, per Kitbash Piece.

Here we are testing the Shells of the Matrix City Buildings being dropped onto Other Buildings.

The Fusion Power Plant site in the Big City Map

We have planned out a single player story and world to tell the destruction of the world first hand by the engineers that controlled it.

Fusion Core :)

Here is some VFX tests on the creation of a black hole within a fusion reactor 

Fusion Plant

Here is an external view of the lower vault of the fusion reactor, with the external building shell removed. 

All Information is Subject to Change without Notice

Copyright © 2025 AggM - All Rights Reserved.

  • Home
  • WISHLIST
  • Patreon
  • Prior Works
  • N0TH1NG & CS
  • Nanite-Niagara
  • Contact

Powered by