the Protagonist will have a drone, I am still experimenting with the movement of the drone, after the 2d project it is difficult to remember how to do it correctly
I continue to play with Unreal Engine 5. Сreate a project, add two templates (vehicle+3d person), second camera for person, a new input event, changed the blueprints for changing the camera and reaction to the car... and all this in 15 minutes
Enhanced Input in Unreal Engine 5 is great. I like the Input System in Unity better than Input in Unreal 4. But Enhanced Input better than Input System in Unity. I didn't dig very deep, but what I can do in UE5 is store the Input Action separately to use it later in different Contexts and that cool!
How are people doing grass in game engines these days? Not long Zelda-style grass but lawns, sports fields and other short and neat grassy areas? I use #godotengine but I'm 99% sure any technique from #unity3d or #UE5 would probably transfer.
Increasingly the most common thought I have as an art director is "I wish I/we had a week to design this."
We generally do not. Oftentimes I have a few hours to think about an element right now before it has to go into production.
I have one concept artist working with me, and sometimes the 3D artists can do their own takes and designs for some things.
You can't always solve problems by throwing more people and or money at them, but wow do I get why game teams have hundreds of people nowadays.
Trying to decide whether it's worth it to spend more time cutting out leaves on trees for Project CrazyKiki.
It's very hard to tell how significant the performance impact is, positive or negative. It does DRAMATICALLY reduce Nanite Overdraw, but there's also an increase in triangle count by at least an order of magnitude, and that may be cancelling out any gain. Especially when WPO is active.
Spent two days tracking an incredibly obscure bug that caused an extreme physics bug, finally tracked it to Phys Fields (do not fuck around with Chaos's PhysFields in #UE5 unless you really have to, a/o find someone who understands them, they are incredibly raw still). Wrote multiple fancy workarounds.
Final solution?
Just... disable a bool on one field but not the other. The issue appears to relate to stacked wake fields, so just, don't do that, and I didn't need to, so I stopped. Done. BOOO. Hate it when dense #GameDev problems have one of those, perfectly cromulent but super unsatisfying resolutions.
Just updating my #GameDev Patreon, and the latest public post is on how to move the CMC around in #UE5 procedurally, without (!!) root motion. Comes up a lot when you're trying to move characters as they attack, or as part of rebounds, because Impulse-based movements are wildly inconsistent. https://www.patreon.com/posts/moving-without-93569409
(and if you're a Patreon backer, my latest post is on how to do CustomNavLinks to make NPCs jump gaps and stuff - in Blueprint, not C++! Though it does take a BIT of boilerplate C++, which I provide)
TIL why a whole lot of the code I was using as a base is shit, it is why I have been experiencing code grief, and why I need to just roll my own, now that I have been so enlightened.