PaoloBelluomini, to unrealengine

is, simply put, a damn masterpiece. And it's not for its great gfx powered by , nor for the superb soundtrack. No, it's cos of the various gameplay mechanics you make acquaintance with little by little, as you die and live again, from the beginning. All of them force you to make decisions that will deeply affect your fate. Somehow this punishing, fast paced mongrel manages to keep you glued to the screen till the very end.

KeefJudge, to unrealengine
@KeefJudge@mastodon.social avatar

https://epicgames.ent.box.com/s/ul1h44ozs0t2850ug0hrohlzm53kxwrz

I found this slide deck which is a great resource on getting started with 's RDG, for those of us used to 's RHICommandList way of doing rendering.

vertexrage, to scifi
@vertexrage@mastodon.gamedev.place avatar

🚀 I've got these #SciFi models ready and am considering turning them into a cohesive #AssetPack. They're optimized, but will need some more polish. Thoughts? Would you be interested in using such assets for your projects? 🌌

#b3d #unity3d #unity #godot #ue5 #ue4 #indiedev

image/jpeg

vertexrage, to gamedev
@vertexrage@mastodon.gamedev.place avatar

Been cooking up something special (and free)! 🌿 A little 'thank you' to the community. Low Poly Nature: Essentials is on its way. Stay tuned!

vertexrage, to unrealengine
@vertexrage@mastodon.gamedev.place avatar

From the tiniest mushroom 🍄 to the tallest tree 🌲, every detail matters.

You can grab the pack now on UE Marketplace: https://bit.ly/lpn-ue

vertexrage, to unrealengine
@vertexrage@mastodon.gamedev.place avatar

Follow the path less traveled, right into the heart of our dense low-poly pine forest. Experience tranquility in every detail.

🔗 https://bit.ly/lpn-ue

stevesplace, to unrealengine

I forgot how bad the interface was in 4.X for some things. One of those things just happened. It was bad.

Deleting stuff to start cleanly with Easy Multi Save which I discovered was not all that easy to set up correctly with spawned items all over the place. Oh whee.

"I have returned you to your initial state. Are you not pleased, master? It was easy. It was multi. I called save."

"That was 16 hours & 450 battles ago! Parts of it are broken!"

"We shall know each other better soon."

😬

sbseltzer, to gamedev

: Toggle Node Purity! Gets and Casts have both pure and impure forms. Right click the node and you'll see an option for it.

Stop using IsValid where possible. Convert get nodes to impure get nodes if you need to branch on their validity.

Need to check if something can be casted as a bool? Or maybe you don't care if the cast fails? Convert it to a pure cast node!

I'm not saying you should always change node purity, but doing so can make your graphs a lot more readable!

Drop down menu for a get node highlighting the "Convert to Validated Get" option.
Screenshot of an impure get node and a pure cast node

sbseltzer, to unrealengine

PSA: users, please know the wonders of TInlineComponentArray and the TInlineAllocator template. Life changing stuff right here. Stop using TArray GetComponents and other small temporary containers on the heap. Please. Put an end to needless memory fragmentation. Be enlightened by the efficiency of stack memory. There's still time for you to see the light. Image text in following posts...

Don't forget to boost to help a fellow dev!

Edit: Made a correction to first example - according to my IDE it resolves to a move constructor, not a copy constructor. It's still the worst of these options, but not as egregious as I initially thought.

stevesplace, to random

I changed from the Game-Ready Driver to their Studio Driver. Now is more like when developing; feels lighter, not rebuilding shaders all the time. The Unreal Editor is not throwing any memory errors. It also displays some interesting light show graphics when updating landscape changes in Landscape mode. So far, I like it a lot better. The other may be blazing in-game, but I'm mostly in-editor, lol.

stevesplace, to gamedev

I doubt the existence of a technical lead at working on .

In addition to every other POS bug and misconfiguration by default, it repeatedly tries to delete part of what is called DerivedDataCache. Intended to speed things up, it instead runs repeatedly, hogging the CPU until it decides it really had nothing to do and prints an entry in the log file.

Have to stop that crap.

Hadn't noticed before I erroneously sent it to build HLODs, still-broken, introduced in .

glassbottommeg, (edited ) to gamedev
@glassbottommeg@peoplemaking.games avatar

Guess I should do another since I migrated-

hiya! I'm Megan, I made SkateBIRD - https://store.steampowered.com/app/971030/SkateBIRD/ - and I run Glass Bottom Games and all that.

I made SkateBIRD (and a bunch of other stuff) in , and now I'm an using / to make even FANCIER bird related entertainments.

(and mastodon.gamedev.place, my previous instance, is fine! it just got HUGE, so figured I wanted to try a smaller place)

froyok, to gamedev
@froyok@mastodon.gamedev.place avatar

I figure I could do an too.

I'm Froyok / Léna Piquet, and I have been working on Substance Painter for almost 8 years, initially at Allegorithmic and now at Adobe.

In my spare time I play with the Unreal Engine, experiment with shaders and sometimes draw stuff. So it's mostly tech art oriented. :)

From time to time, I write articles on my website, often about Unreal: https://www.froyok.fr/articles.html

Image of a custom bloom and lens-flare effect for the Unreal Engine.
Image of a military character jumping over a fence in an industrial complex demonstrating a custom lens-flare effect.

Image of an animated circuit or electrical effect going down over a character metallic skin.

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