@DavitMasia I suspect the issue is that in order to generate the normals it has to take multiple samples around the original sample to calculate the slope; it can’t do it just from a float (no surrounding context). You can double-click on the node to see how it’s implemented to check & maybe do the lower level ops with multi sampled data of your choosing
I came across that in Unreal Engine, you can make materials for the font for your widget. The first thing I created - the effect is a bit like a terminal
I'm starting to add replication since I'm now getting into actual player interaction systems. To reduce code duplication, I wanted a generic interaction function with a templated parameter.
Doesn't work. Unreals reflection system, which is needed for replication, can't really handle template types. That's a bummer.
@SirLich Yes, there's almost always some kind of workaround you could use, but then that means even more effort put into a topic that's just for me as a developer and probably never noticed by anyone else, especially not players. So, is it really worth it? Don't know, maybe, but I'll probably just go with a little more duplication and use that time for actual progress.
However, it's reassuring that it's not just me doing weird stuff here 😄
Today's achievement with Unreal Engine - worked a little on water and underwater effects. Material for post-processing underwater visual and material for caustics as Decal. It's still not perfect for gameplay my goal was more educational
Gone in 60 Seconds. I was troubled by the thought of the mechanics of the detective, the reflection of the decals if you shine an ultraviolet light on them, so I made the first draft
@maxim ah I see. But the radius is not being stretched according to the angle between the beam and the wall, right? (I'm not trying to be a d-bag, I'm just really curious.)
@otter_linnus there is the starting point of the light and the distance, and there is a conditional radius of the end of the searchlight, I transfer these data to the decal material
We've just released our horror roguelite!
Harvest Hunt is out on Steam after a couple of years of dev. We're a core 3 person team (I'm the Lead artist). It's a horror roguelite loaded with ambience and a lot of european and Portuguese inspired folklore and other stuff there 🙂
Have a look, wishlist! Hell, buy it if you're so inclined! https://store.steampowered.com/app/2009620/Harvest_Hunt/ #indiedev#unrealengine#horror#gamedev
I recently started using it, it's a very useful thing to use when studying materials and Niagara, to quickly get a sprite to experiment with Unreal Engine or Unity, the tool also allows you to create a sprite sheet or normal map
The Low Poly #GameDev Bundle is a large collection of low-poly 3D assets from Eldamar Studios and Animpic Studio. Usable in #UnrealEngine, #Unity3d, #GodotEngine and more.
Low Poly Game Dev Humble Bundle – GameFromScratch.com
I reduced the size of the hole creation and connected this to the laser cutter. It looks interesting, maybe there will be several places in the game where you need to cut a hole, but with a combination of Chaos Destruction and Geometry Script
If you can share, I'd be interested to know how it works technically, how the geometry deforms or whatever. Because as far as I know, usually in games, if there are any destructions, it's a pre-broken geometry, which at the right moment just replaces the whole one and falls apart. And here everything is dynamic, laser, I have not seen such a thing. 😅
In the game, one of the protagonist's tasks will be to collect flora and fauna biomaterial. After collecting the samples, they can be viewed in the inventory. Maybe there will be a mechanics - mixing and testing samples properties