Today in Unreal Engine I experimented with materials. I'm trying to figure out how to make an animated grid for scanning space, something like Terminator. My task - animate one cell that moves on the grid.
I want to create material for a widget. It is easier to do it in the widget itself, use only a simple material that draws the grid, and make the movement of the cell itself through a sequence in the widget
I quit my job making unreal Virtual Reality experiences. Now I will make games 🎉✊
Starting in two months.
My prep list includes: MVVC arch and GAS. Also want to do a crash course on common stuff like ray casts, standard unreal replication, etc. Stuff that hasn't been my day to day in a long time so I'm rusty.
My "best 9" portfolio looks like five artistically inclined kobolds in a trenchcoat got together and started fighting over who got to upload pictures onto Cara.
Everyone else there is so consistent in their style and identity. I feel so outclassed :( I gotta get better, eh
Not only an OpenGL triangle, but also a proper GUI!
I now need some roadmap for moving PixelPerfectEngine first from SDL to iota, then from CPU to GPU rendering. Will be an interesting battle, especially when I need to limit myself to OpenGL 2.0.
Right, with couple of toots already out it's time for an #introduction!
We're the Middle Ages in Modern Games conference: we're a small independently run annual event that specialises in short-form, written papers on how medievalisms and medieval societies are used in modern games and gaming.
If that sounds good, do follow us and read along as we post links to our papers! Boosts on this welcome so we can find interested people.
I feel more confident and ready to make a Sci-Fi adventure game. My result of studying the Unreal Engine for May 2024, the 3rd month of the transition from Unity to Unreal
This livestream will live on in the halls of Valhalla for eternity… or as long as YouTube is around.
Come join this #JetBrainsRider#Unity livestream and see how to improve your #gamedev workflows and build custom UIs for your designers with a few #csharp attributes thanks to #Odin.
clickyland by my friend Aran (part of Sokpop) is out on Steam now!! It's a really fun and very underpriced tower defense game / village builder where clicks are your main resource. Check it:
This project is turning two this month. More charitably maybe only 11 months of that have been spent actively developing and even then that is less than 20 hours a week.
Nonetheless it's hard to not beat myself up about what I have to show for two year's work. Especially when considering the mountain remaining.
I kind of felt like I was going fast and it'd be done soon but here we are two years later. So it goes for solo hobby dev it seems.
I thought I was being really smart by using sockets on weapons to position melee attacks so that you can just trigger overlaps via anim notifies a little before potential impact, and if you make the overlap boxes big enough you get a nice directional element to attacks for cheap (good for making particles fly and directional knockback)
Reader, this does not work well under varying frame rate conditions. After this I'm definitely going to test the game with t.MaxFPS=20 more often 🤦♂️