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Chrono in Unreal, part 9: The sequence

Nine minutes without intervention: the demo's course as a phase programme, which events switch the scenes, which clocks only run from then on, which fallbacks bring every run to an end, and how a single scene is checked in five minutes.

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Chrono in Unreal, part 8: The light of the night

A night without filters: the exposure is fixed at the daylight value, and everything else is done by light sources. Sun, moon with a procedural disc, twinkling stars, the boat's lights after the collision regulations, a searchlight with a visible cone, and materials that do not sparkle in the video.

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Chrono in Unreal, part 7: The drone

The camera drone as a Chrono body: four rotors, a geometric attitude controller, a setpoint follower with a braking profile, a gimbal with end stops and a battery model that decides the end of the demo.

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Chrono in Unreal, part 6: Boat, line and canopy

The parasail as a multibody model: why four buoyancy points make a boat, why the line jerks by itself, why the canopy's lift has to stand perpendicular to the airflow, and how a 5 kg pilot can hang under a 95 kg canopy.

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Chrono in Unreal, part 5: tracks, spray, droplets and what they cost

The simple visual effects of the demo, all derived from simulation quantities: tracks, spray, droplets on the glass, the wing mirror, and what they cost.

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Chrono in Unreal, part 4: sound without a single audio file

Engine, sand, sea, suspension, water entry and rotors come out of three synthesisers driven by physical quantities. The recipes, and what the ear said.

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