#lounge
1 messages · Page 188 of 1
tough guy when he is in a group of friends holding a knife against a lil girl... not so much when i walk past his mum and start beatin the shit out of him
Theft like that was super common, not so much now. A neighbour pushed his kid through an open window in the stairwell of our house in order to steal from the basement...or kids jumping the fence inside. Weird it hasn't happened in a ton of years
bit weird if you steal like that from ur own neighbourhood
reminds of a time when I was forced to do a burglary by the gang that bullied me. They tried to force me into a second one but I threw a screwdriver they made me carry into a garden and ran away. They followed me to my house and broke the window to try get in. When my parents got home they made me goto the police to tell them what happened. They were arrested and did a couple of months time. When they got out my older brother hunted them down. He caught one in a shop, dragged him out by his neck, practically slaughtered him in the street and put the fear of god into him. Bear in mind, my brother is a war hero. He had extremely good tolerance, but when faced with me being turned into a criminal and his mother's house being attacked, he had to do something or they would have carried on.
yea its more easy to handle stuff that happens too urself
my story was so close to becoming the plot from Dead Man's Shoes that it triggers me to watch the movie, even though it's a masterpiece.
maya is basically the worst piece of software i've ever had the displeasure of using. /rant
blender....
I concur
it comes with a free cube
I quit maya to use Blender and was happy 🙂
indeed
I have to use Maya for work 😔
i never used maya.... blender fit all my needs.. im no pro tho
I had used 3dsm for years before maya tho. So moving to maya was confusing a little. Then by the time I was used to Maya, I tried Blender and forgot about Autodesk completely
very sorry ^^^
cant they let you use whatever you want?
Maya from like 2017 was even more horrendous...at least now it has some cool features
pipelines for maya often take precedence in preference
I can, but I have to deliver scenes in Maya..and export files
With their plugins
Im not allowed to lol...and already 4 years of work with nothing to show for
Except the money I made spent
I made this... you can still see the blender cube! 🙂
i guess im a bit better now... and that was old blender... 2.7 something
blender 3 is way better
yeah., blender did not really get 'mainstream' for me until they started updating the UI for like, 2.8 or 2.9. 3.x is nearly usable! 🙂
yeah I hated my first use of Blender with 2.7. It was like using a 3d version of GIMP. When 2.8 hit I was all in
i wonder if they will continue major UI updates for 4, or if this is it for a while (probably the latter)
indeed ^^
dunno... lol i never boot blender a 2nd time i download the latest
https://www.youtube.com/watch?v=jCTHU7JavCY first character I made in Blender. I finished it off and never sold it. Dunno why.
Demo of the facial rig with mouth and eyelids added.
Created in Blender 2.8
that doesn't show the actual quality of the final product. it was in editor so the outlines don't look right
that mouth wave is dope, no idea how u did that
shader?
ahh cool
the eyes was a spritesheet I navigate with a 9-slice based on bone position
the eye position was based on the front rig handle (looks like a peanut) so I could have more control
pretty standard stuff for a 2d face rig really. I was gonna do the other characters too but got sidetracked into some Hair Groom modelling
ahh i havent tried too much of that
mantaflow is super dope tho
well a lot of the new stuff is super dope, i havent done that much unreal or blender lately
me neither. Been looking for a new home. Without any luck. But this weekend with the release of UEFN I've been learning Verse and teaching the kids how to use it. And for no apparent reason except she wrote her own IP, my wife started to learn Unreal 4 :/
yea, was wondering if i should try that
might have to apply for a mega grant just to fund my family's unreal usage. I mean there are 5 of us using it now.
bet doin those tutorials might get a ton of views if you make em
6 more kids and I can register as a studio
aiming to make somekind of mod?
well the kids are just learning what they can. so fortnite interests them as they played it for years. My wife is a horror movie critic in her spare time, so she made an IP for a whole horror themed universe like Stephen King did with Maine.
any way to monetize?... dont think that whole support a creator will bring in a decent amount of cash
prolly more money in making youtube tuts... but than you can prolly make more by doin tuts on where to find what for missions or some shit 😛
she doesn't want to monetize the IP, she just wants to visualise it. She would make little parts of it in The Sims and other stuff like that. So for years I've said use UE4 and she finally decided to.
As for UEFN, it's a gold rush so it's going to be a content overload of crap until the quality is fine tuned out of it. Those people will persistently earn so that's great. Tutorials too for sure. Learning Verse via videos is a requirement for some learning ability methods so I guess people will be hungry for those.
But the documentation on the website is nothing to be sniffed at either. They did a good job getting that much info even though some things changed along the way.
well you should have a big advantage over ppl just starting
Yeah I'm trying to relay that advantage over to my kids though. As much as I'd like to exploit this situation and earn as much as I can from it, I also want to earn more than trickle income.
ive seen tutorials from ppl using the engine for a month or 2 basically copy some1 else his youtube tutorial and saying horrible bad practice
yes I've been in several arguments with people recently who have blatently copied a tutorial from 6-12 months earlier, and they copy things like deprecated code and use methods that were just fixes in the first place.
yet they are trying to monetize that
well ive talked too some ppl... not 100ks of views but they still got some decent money... nothing too sneeze at
at the cost of a personal sense of honour, money isn't that important to me. I'd rather promote the previous tutorial and add my own flavour, at the very minimum make it something new.
ow yea... if you makesomething based on some1s paper.. should totally include links... that wil also save questions
i think if you are persistent and put in the effort it could pay off
could ask MathewW hes done tons and tons of smll vids
yeah it paid off more in his position at Epic than the revenue from YT really there tho I presume 🙂
yea, i really dont know
i just showed my only youtube vid and it never got many views 😛
tut on how i made it with blender character and unreal tag might have gotten loads
thanks, i needed this
np, i also have an itchpage with some games 🙂
totally recommend I am Boris and Gamey Mcgameface
ownreal editor is kinda broken i think.. firebase got some changes and never took the time to fix it
lol just played gamey 😛
Gratz @proud jay for top10 highscore 😄
damn that game still makes me laugh
BORIS
yea... when i submitted that I allmost died laughing... knowing some judges from epic were gunna play that 😛
wonder if they made it too the part where they puked on eachother
that's like chaos physics when you add too many anchors and try knock it down 😄
This is hilarious
Cat Plissken?
cat looks perturbed
@tribal geyser Hello, I wanted to ask about something, and it has personal information
Not quite following, ask me about something or the community?
It's about someone from here who scammed me, after hiring me, I think you should know that to keep scammers out, right?
Feel free to dm me about it and I'll bring it up with the other mods
ok I sent to you
☕
Gusher!!
not even 9am and the engine is crashing on me 😡
poor engine, its just trying to do its thing and youre giving it crashy code
lol nope, not me this time, im trying to migrate over the lyra animations and it just shits itself
There are so much issues 😩
😭
well theres your issue, lyra
what is this shootercore plugin ? is that meat to be the ACTUAL framework we can use independant of the lyra example ?
shootercore is the core of the shooter
so unhelpful lol
shootercore is a new genre of music
it takes hardcore, gabba and trap and blends it with a smooth Seattle jazz
😂 behave
I think its just a way for them to use game features plugins to separate the shooter stuff out, not that it really splits out much of the shooter mechanics
i mean if you wanted to you could rip out the AI stuff, but so much of it relies on the other lyra stuff its practically useless
Modular gameplay will always have that same issue, its more about the development speed and the developers choices than the ability to make modular systems
Whoops. Thought I'd try out the "Build minimap" option in the build menu..... ran for about 4 min before I decided to hit stop... its been stopping for another 5min
😂 pleb
i dont do modular lol
Epic were trying to demonstrate how you can do minigames or switch modes dynamically
I think it just ends up confusing alot of people and adding alot of boilerplate for abstractions which dont need to exist in most projects
You have a bug in an AnimBP
same engine versions?
yep, not sure whats up with it, ill try copying them via explorer, i dont need any of the data in the anim anyway just the anim itself
heh this is funny, this is in a check()
ok, took about 10min to stop. now I dont have a minimap at all
you got a megamap
😂 mega memory map instead? 😛
not really. playable size is the 2kmx2km default
I'm still learning world partition and how to do all this stuff
ahh then you shouldnt have had an issue creating a minimap 2x2 is tiny
check(ParentAnimClass->GetSparseClassDataStruct());
If you want moderation please use: right click -> Apps -> Report to Moderators
If not possible tag the moderators. Not just one of us.
one of us, one of us
Makes it easier for us to track what's going on :)
@tulip orbit if you have it try journeymans minimap
It looks like youre missing a struct which Lyra anims need
right now I was trying to get an update of the minimap in the world partition window. Just fiddling around really.
ahh okies, when i migrated i got rid of anything that wasn't an anim, guess it didnt like that
ohhhhh oopse
yeah I dunno if its BP struct or in a .h
it would be awesome, if I knew what I was doing with it. how to use it efficiently/properly
it also seems I built my town centered on a WP grid line, instead of in the middle of a grid square, Dunno if thats going to affect streaming down the road
hehe keep playing, thats how i learnt it
it's a fucken blizzard outside
struct FFrame;
struct FGameplayTag;
struct FGameplayTagContainer;
Thats the Tag plugin
is it standard practice to forward declare all your classes at the start of a header file ?
It could be a missing plugin, might wanna cross check that
ill check the BP's
I would say so. Forward declare anything you can
if you look in lyras uproject it'll show all the enabled plugins
question, so in my town, I have a bunch of NPCs going around doing their thing, say my player walks out of range, and half the town is unloaded, and so a BP that the NPC is trying to reference isnt loaded, will that throw errors? or the NPC will just go idle till the rest of the town is loaded?
or with my Player shop, I have a furnace that smelts ore with a timer. furnace gets unloaded cause the player wanders off, is the state saved automatically? or when it loads back in, the state is reset?
that is a fuck ton of plugins lol
that may well throw an error, but im not too good with AI
Im guessing that anim motion warping Epic raves on about
Animation Locomotion Library
and nope, no anim warping
ok so im just gonna do what i said yesterday, crack on with the course but your the Lyra anims instead on the AnimStarterPack shite, just need to get rid of the montages etc etc
Youre gonna install Angelscript and give up C++ for good you say 😛
lemme get ths course done first, i need the code to start my proper project
ask chatgpt
haha itll prolly come back with php or something silly
Hey there 👋 - any news about an active Twinmotion-Discord-Community?
huh, well with the default settings, running to one of the far edges of my map, I'm only like 3cells out, and my entire world as it is is loaded...
loading about 4-5cells past my town I think, from the other edge
what do you have loading range set to ?
#include "MyActor.h"
#include "Components/StaticMeshComponent.h"
AMyActor::AMyActor()
{
// Create a new static mesh component and attach it to the root component
MeshComponent = CreateDefaultSubobject<UStaticMeshComponent>(TEXT("Mesh"));
RootComponent = MeshComponent;
// Load a static mesh from file and set it as the mesh for the component
static ConstructorHelpers::FObjectFinder<UStaticMesh> MeshAsset(TEXT("/Game/StarterContent/Shapes/Shape_Sphere.Shape_Sphere"));
if (MeshAsset.Succeeded())
{
MeshComponent->SetStaticMesh(MeshAsset.Object);
}
}```
fuck...
its set to the default of the open world map? cell size of 25600, loading range of 76800
hmm those values should be ok as a start, have epic gone and fucked it up again :/
heyo, nope i haven't found one
Damn. I don't get it – where are people exchanging there twinmotion stuff? The official forum on the website is kind of dead.
ay, i just want a place for quickfire chat
K, so I halved the default numbers, still a pretty huge area. But I did manage to discover that if I run back in town, the NPCs sit idle, because of the way I've set them up I think, cause once I was in town, they went to their job when it updated the hour (when it checks for work)
like how can i ever control my movie camera's acceleration
and it was loading the world landscape oddly, there were sections that were loaded, but they must be part of the HLOD system which I havent rebuilt
Just try and look what will happen. The refs I mean. At worst it will break, but I doubt it. They will still hang around in the memory.
Which is also bad 🙂
yeah, I'm gonna have to do some more testing. I think I might make me a vehicle so I can drive out of range faster
dynamic navmesh gen
then when you get out of range you just simulate approximations and use that data when you pull everything back in as you come back within range
oh god, yeah thanks for reminding me.... at some point I'm going to have to learn how to have a navmesh on a huge world 😓
since when did "Bulk Edit Via Property Matrix" crash the editor 😐 ?
its too bulky
😂
Unhandled Exception: EXCEPTION_ACCESS_VIOLATION reading address 0x00000000000001a0
FUCK YOUUUUUUUUUUUU
so many zeros
🫦
client's CTO: "make the conversion method into an interface + implementation and then add the interface to the startup configuration so it can be injected via dependency injection by the runtime"
me: "why not just make a static function?"
I wish people kept things simple
KISS is hard actually
yeah I feel you
Keep It Silly Stupid
I watched some videos about quantum computing and they said main advantages of quantum computing is its ability to perform certain types of calculations much faster than classical computers.
Do you guys think quantum computer will impact the field of AI?
I took a break to have some food, and watched some vids about making hover vehicles.... now I've forgotten what i was doing, and tired.
Mondays be like
pretty much my every day
Everyday is Monday. Fantastic.
yup
it has snowed like 10 cm today
goddamn it
thats a lot of snow. we had about 2cm, but its mostly melted
Snow be an wonder in 50 years
snowapocalypse in Helsinki
I made a thread / call for an official Discord server in the twinmotion forum. Maybe someone responds ... not
Got curious and: const_cast<> is used 1713 times in UE 🎉
You could say it's used constantly.
As opposed to a dynamic cast?
92 times
well feck me backwards with a hedgehog UE Launcher will not change the Vaultcache location for love nor money
Is that even in the UE code? Surely that's an external lib.
Multiplayer in its current state is unstable and should not be used. Support cannot be provided for it. There's no guarantee this will improve in future releases```
got to love seeing that on a MULTIPLAYER plugin 😂
Voxel
There are 2 ways to do multiplayer in the plugin. Both are server authoritative: the edits happen on the server & are then synced to the clients.
so rather than oh i dont know, remove the example (so people that are blind can fuck thesemselves over for a few days) they leave it there lol
UE code ofc, excluding 3rd party code
Dyanmic_cast is disabled, though!
uuuh, no?
It is just a predefined macro (lol) which fallbacks to native one.
Or does Cast
o macros are fun, i followed one yesterday for ages!
it went something like this, peek definition > peek definition> peek definition> peek definition> peek definition> peek definition> peek definition> peek definition> peek definition> peek definition> peek definition> peek definition> peek definition> peek definition> peek definition> peek definition> peek definition> peek definition
Why are mods removing Server Home
We aren't, discord is
Dam you Discord 😡
It's going away in general, not just this server
Werent they long gone
thought so too, but they can stay long gone for $995 a year lol
At some point they oriented themselves more toward the Mining industry.
I'm surprised they still keep around the UE
ye thats what uingine did too
so apparently the dude on the voxel plugin site said if i have networking experience i should be able to make it work in MP 😐
It is a good tech, but they have pretty low interest in small devs and entertainment in general.
You can, there was one famous MMO using voxelfarm
I want to have a space > planet surface solution, seems like voxels is the way to go, i dont want to fake it with a sphere and weird transitions
well, if you have networking experience you can for sure rollup your own solution 😄
I mean dynamic_cast which is definitely disabled by the UE compiler.
i dont have THAT much experience lol i'm still a dunce 😛
And what do you think I'm talking about? It is not disabled.
I'm not sure how dynamic_cast triggers Cast then.
Ah.
The regular one is disabled!
The forward to their cast, depending on the type params. They fallback to your native one if it fails. From there on, is whatever.
I have never used it tho 🤔
Maybe PC explode
Thank you 🙂
since when do you do programming coffee man @ancient ingot
shh im pretending!
aren't we all
dumb decision
does anyone use it though?
I used it all the time
As long as it's not marmalade.
Is fantastic with yogurt.
who
that's a pretty confident answer considering that the rules haven't been made clear
Hey, we made several hours w/o someone bringing up chatgpt & co.
https://youtu.be/zRKB4M77Hds?t=296 this is way better than chat gpt
AI VTuber "Neuro-sama" goes on a speed dating show with some pretty interesting VTubers including... a horse?
Vedal here! I'm the developer for Neuro-Sama, an AI VTuber who streams on Twitch! Neuro-sama is known for gaslighting and roasting her dates so we tried turning it into a competition! We put her up against "The Lettiverse", a collection...
What in the degenerate world, is even that?
the pink hair one is a vtuber, the brown hair one is an AI bot
rat burgers
And I bet ppl watch with interest.
they sure do
this world is forsaken
way more entertaining than chat gpt
hey, everyone got their own interest
true
doesn't mean we should allow total degeneracy 🥸
total degeneracy is all the censorship taken in place
Nothing wrong with a bit of degeneracy. Just maybe not here.
Some ppl watch sport, other movies, 3rd - waifu ai
I mean it's been a thing for ages with dating games. And those shitty desktop apps that put naked people on your screen.
*screw
Autocorrect. 😦
It was better 😏
🙂
Abba?
3
bonk bonk bonk bonk ...
Zz top. Where the one guy called beard doesn't have a beard.
lose balance and that cat is a pancake... that video is more degenerated than any waifu thing can ever be
A catpan then
until you are the cat
If he fart strong enough, cat will be blown away - cat safe.
or another kind of death
Ikr 😄
lmao "this technology is still weeks away" https://www.youtube.com/watch?v=qLGmj86-j4k
Take a first look at Unreal Engine 5.2 and it's new substrate material framework and experimental procedural generation tools. It also announcement updates to its Fortnite editor and supports animations in its metahuman framework.
#unrealengine #tech #thecodereport
💬 Chat with Me on Discord
🔗 Resources
Unreal 5...
I never understood those types of videos. Like... if I wanted to know about it I'd goto the Epic website and look at the information rather than get it second hand so someone can get paid. It's like watching those videos where people react to a video where someone else is reacting. The McDonald's of internet videos.
can we have a section for work in progress for fortnite?
A summary could be useful. A filler, is annoying.
they should retitle the video "5.2 second or third look I dunno, but all I'm saying is subscribe and like pls"
i like how many videos there are about UE5.2. the only difference between those videos is sponsors. rest of them is just from the epics gdc clip 🙂
there is a bit of a rush on right now for Diablo 4 videos as the beta weekend ended. But instead of being positive, they are mostly clickbait titles like "D4 in trouble" and "D4 Huge Concerns". But at someone who has put in a solid 5k hours into the previous 4 iterations (including D2R), I have to say they improved so much from the graphics to the sheer brutality and intelligence in the storytelling. It went from Whimsyshire to snapping bones levels of intensity. Which was one of the major things that D3 players wanted originally. The game ran fine for a beta test, I experienced no bugs at all, and without knowing what comes after Act 1 and lvl 25, we can't even know how it's gonna be. It's all pure clickbait so meh.
it's time someone came up with an AI that scans your Youtube recommendations for clickbait and hides it. Force content creators into making actual content
that would be nice
Diablo was only fun when real money was involved.
the grind felt worth it in every way
honestly it wasn't fun the way they did it with D3
Wasnt fun since 2.
D2 with d2jsp was ok. I can dig that because its external and doesn't bother me
but with D3 you couldn't find items and had to buy them but the price kept going up exponentially
gacha
I made just enough to pay for my copy of D3 from the auction house. That's all I wanted really. Some people were microtrading on there like it was the NASDAQ
lol
i used to do this back in the day go into free mmo rpgs, and buy all the gems. and resell them for 50% more than their values
2 socket manticore for demon hunter was the prize I was after. I bought mine when it was worth £11. Which is kinda sick of an item that you needed to break past the torment level
Trading in these games is addicting.
I remember doing a mini ass python framework to handle the ff14 marketplace.
Got some good pseudo money at some niche products.
best thing ive sold was some csgo skin. got ~100€ from it. got my money back from all cs games
and some kid probably gambled it away..
yeah those sites really got me with my skins all scams lost a lot lol
Da hell? Why there is no Brown FColor in UE...
Brushes or something
Me driving through the "we ran out of budget" streets of my 3rld world country.
i used it a few times already as default for transparent material overlays
which shouldn't blend in by default
thats an odd requirement
not really
weeds out bad creators
well I find it odd
Version: 2.0.4
Last Login: <t:1668724452> • <t:1668724452:R>
Heartbeat: 74ms
Memory Usage: 142.92 MB
—
Source Code • Report a Bug • Contribute
battlefort impact 2
i get they don't want the spam of crap, but surely there is a better way than to gatekeep the entry to such a degree. I mean, popularity is going to hide a lot of the crap anyway and promoted content can filter through some of those who get caught up in the spam. I dunno. It's not my company so I just find it odd
what is... Found disallowed object type
i cant seem to duplicate a bp and put it in the lvl
check your error log
in uefn or real unreal?
output log
i wunna change the plane make it faster but it wont allow it
you would need to have the right include
i need to start it from scratch?
I'm presuming you are wanting to access the properties of the plane, so you would need to do it with Verse right? Unless the detail panel properties handle it. All those assets look to be read only to me in terms of editing directly tho, so you need to access them at runtime as instances
i duplicated it to my own folder
I wouldn't be doing that. The Fortnite assets should stay exactly where they are and be referenced from there. Epic will update and deal with those assets so you don't have to.
how do i override code?
i dont really want the biplane... i want my own version and use it as a start point
needs a more sturdy chair
https://open.spotify.com/episode/3x3fByZSHTvYZ1bzDbM42V?si=54ed46a86f994aaf
check out this ambient podcast
https://imgur.com/a/dSxBOEy
a whole new wooooorld
Where's that from?
Looks totally legit!
It doesn't look like much, but man if you know you know.
Shit is like 2 weeks of work right there.
i paid like $50 for a save game plugin which i'm probably not going to use -.-
out of not knowing a way to handle things, and after all it made it more complicated than coming up with an own solution
The correct answer was no game saves!
Yeah in developing this, especially the WAY I did it, I took a really big assumption: Namely, that it was never going to be enough to just restore actor data in-place, that cases where I'd need additional custom logic to restore from a save would be the rule, not the exception
and that turned out to be 100% right. No state change in an actor is JUST the state.
You can't just flip a boolean value to set a door as closed, you need to actually close it.
I wonder if this was what lead to the invention of rogue-likes? "Hmmm it's too tough making a save system, lets make the player do it all in one run!"
some game types have it easy tho... store the level, store the points, save system done
Ironically my game has roguelike elements 😛
I'm intentionally avoiding game saving right now
But I'm also doing multiplayer, so I'm part way on some of the state serialization
so do i, it's probably a big mistake tho
I have parts that scare me in regards to saving
I'll probably never allow saving mid "match"
And just expose a very basic progression system
Honestly a lot of roguelikes do way MORE work on saving these days than more classic games. Opening up the menu and pressing "quicksave / load" is easy mode. But if you take something like Dark Souls / Elden Ring for example, people aren't even really aware of when it's saving and what.
Undertale, another famous example that has a MUCH deeper save system than it appears to.
TBH i wasted like 3k on assets from the marketplace.. no shame on 50 lol
FWIW I think there is a right time to build a save system. Do it too late, and you gotta go back and change a TON of actors to be saveable. But if you do it too early, before you have enough complex actors, there's a good chance you'll build the WRONG save system, and later realize it can't support something you need to do.
I've spent about the same
I've been very depressed at the poor quality of so many of them
I have some character models that look great, but the rigging and animation is garbage
that's why i'm very very unmotivated to spend much money there
however i also have good experience
This is so par for the course on store assets. Beautiful facade, but you look at the man behind the curtain and he's a fucking asshole
I'm a coder... SOOO MANY code assets I'm like: "Yeah I'm not taking that to prod"
i wrote a whole plugin myself because the author wasn't very helpful in their discord
hmm i am about to buy Voxel Plugin. Have anyone used it?
I used it a lot
took me like a month or smth, which was waaaaaay beyond the $50 for the plugin -.- (but learned a bunch of UE internal stuff, and was able to add some features that i wanted)
I added my own multiplayer support to Voxel Plugin
and deleted it a few months ago
Voxel Plugin in itself is awesome.
great tool to own. but depends on what you are doing.
It just didn't work for me
i had it sense day one.
As in, I didn't like the cubic aesthetic and don't need voxel landscapes rn
Yeah I've got a lot of like "decapitated" assets I bought, where I've kept the visible parts but completely removed and rewritten their blueprints.
I'm using Dungeon Architect now, and it is fantastic
But I'm realizing I have to write so much custom that when I ship it will barely be the same
But that may be a me problem
Same story with lyra
I'm at a very large percentage rewrite
This is the only marketplace pack I've been on the fence about.
https://www.unrealengine.com/marketplace/en-US/product/space-creator-pro
I'm not a fan of the actual procedural generation itself (that's the part I'm rewriting), but there is a LOT of editor boilerplate that would be a real PITA to write
Because like.. if it's GOOD, that would solve so much for me. But if it's bad, that's a lot of money
It looks like he kinda piggy backed on Behavior Trees, or at least the UI resembles it.
I wrote a dungeon algorithm myself even though i am completely beginner. But that shit require a lot of math for real
The danger with random content is you don't want to spawn too many actors
I'm personally finding its better to use larger modular pieces that can internally self randomize
You don't want 12 floor tiles for a single room for example
It really depends on the project
use dynamic mesh maybe? i used it
i haven't figured complex shape like lyra yet but that is possible
it's about buying stuff that you have to rework for hours to be usable
but i also had something similar with a $20 pack, wrote in the review that the author could've used HISM instead of a merged mesh with 100k tri's, to cut it down to ~2k and they implemented the fix in an update
I'm quite familiar, I use DM3 for my custom destruction.
some authors just don't know and need a heads up
This is such a cool server. Really looking forward to utilizing it.
Yeah I LOVE to be utilized!
utilize me senpai
I wrote my own dungeon generation system as well, and it works very well for what I've got written so far, only real issue is I'm currently limited to flat dungeons
as for the save system issues discussed above, I just found this last night: https://github.com/sinbad/SPUD , and it looks like it'll save all the states and save game data for me, everything I need
I only redo errors
I have a question, do you think Epic knows Vector2D exists?
My AI friends concur
Just use 3d tinykeep algorithm, although it sound very hard
Which is explained in this video
https://www.youtube.com/watch?v=rBY2Dzej03A
Most of us proc gen people have already watched this
This video describes an algorithm for procedurally generating 2D and 3D dungeons.
Read the original blog post here: https://vazgriz.com/119/procedurally-generated-dungeons/
Github repo: https://github.com/vazgriz/DungeonGenerator
0:00 Intro
1:03 2D Algorithm
3:40 2D Dungeon Example
4:17 3D Algorithm
8:39 3D Dungeon Example
#gamedev #unity3d
k, I havent watched that ... but I will now!
What if my dungeons are 4D?
you haven't watch that..? first search on youtube index
i spent the last 2 months just writing the 2d version of this
depending on what you search for? When I was looking for ways to generate on google, I didnt see that
i searched for procedural generation in unreal
in unity
maze procedural generation, dungeon proc..
i search every keyword possible
Youtube search is dogshit btw
it only show you first 9 or 10 results
google site:youtube.com
ah well, I dont remember what I searched, but it was years ago that I wrote my main dungeon algo
I wonder if ChatGPT can write a dungeon generator
void generateDungeon() {
// Initialize the dungeon layout to empty spaces
for (int i = 0; i < dungeonWidth; i++) {
for (int j = 0; j < dungeonHeight; j++) {
dungeon[i][j] = ' ';
}
}
// Generate the rooms
for (int i = 0; i < numRooms; i++) {
int roomWidth = rand() % 10 + 5;
int roomHeight = rand() % 10 + 5;
int roomX = rand() % (dungeonWidth - roomWidth - 1) + 1;
int roomY = rand() % (dungeonHeight - roomHeight - 1) + 1;
for (int x = roomX; x < roomX + roomWidth; x++) {
for (int y = roomY; y < roomY + roomHeight; y++) {
dungeon[x][y] = '.';
}
}
}
// Generate the corridors
for (int i = 0; i < complexity; i++) {
int x1 = rand() % dungeonWidth;
int y1 = rand() % dungeonHeight;
int x2 = rand() % dungeonWidth;
int y2 = rand() % dungeonHeight;
while (x1 != x2 || y1 != y2) {
if (x1 < x2) {
x1++;
} else if (x1 > x2) {
x1--;
}
if (y1 < y2) {
y1++;
} else if (y1 > y2) {
y1--;
}
dungeon[x1][y1] = '#';
}
}
}```
this looks sus
does it just generate corridors without taking the room locations into account?
I like how it generates a maze using ascii characters then tells me to replace those characters with meshes in UE5
it wont even really work for an ascii game
as it might have diagonal corridors?!
guess we will keep our jobs for another week or two...
good luck using a multi dimensional array in UE 😛
you can in c++
it's also got a 3 layer deep for loop which apparently has complexity proportional to the width and height of the rooms?!
that part seems to be fine tho?!
watched the vid Viktor linked, my dungeon generation is a lot simpler, even the 2d side of it
Fine insofar as it doesn't break I guess?
fine in so far that it decides where to place a room and the 2 inner layers just fill the array with dots for the room (i have no idea how that could be done better)
cmon be nice, this AI has no idea how to code
still writing better arrays than me at year 2
It's very much writing job interview code. No integration points, no compartmentalization, basic built in structs and functions only.
It has a limited amount of characters, I had to force it to produce this code because it said the question was too large of a scope for a single answer
Its not wrong, I put it down to user error 😛
| |
| |
| |
| |
| ............ |
| ............ |
| ............ |
| ............ |
| ............ |
| ............ |
| ............ |
| ...................... |
| ...................... |
| ...................... |
| ...................... |
| ................ |
| ................ |
| ................ |
| ..................... |
| ..................... |
| ..................... |
| ..................... |
| ..................... |
| ..................... |
| ..................... |
| ..................... |
| ...........#......... |
| ..........#.......... |
| ..################... |
| ..#######... |
| |
| |
that's a 32x32 "dungeon" generated by that code...
with 5 rooms^
i even asked it to translate that function to php for my test
since i couldn't bother me to compile it etc.
do you think your room size might be too large for the dungeon?
Not like it used a complex packing algorithm
yea but you see the general "pattern"
also the cropped part is just those 2 corridors going down further
Those are secret rooms
yea it's honestly just crap
could at least store the room positions in some temporary variable and use them for the corridors
I'll tell it you said that
then it might start to get usable
VS Code does this for me already 😛
a tad better
asked it to add that temporary location thing
it did however nonsense interpreting the data, since it randomized what room it picked to connect
ahh the rooms are connected better atleast
so if you argue with it for a few hours, you might get there
This is what i do all day, regenerate and watch my dungeon structure, it's so addicted
I do this with my planetary systems, some of them are so junk for gameplay lol
Now I know to avoid you thanks
glad you let us know, and welcome to the server
What's your gameplay though? Never seen a real game use planets and actually have good gameplay
Hey there, I have an idea for my first game, but I really want to take in the advice of starting small instead of with a "dream game". Do you mind if I bounce some ideas around with you guys to make sure my first project is scalable and sounds fun, maybe get some advice before I prematurely jump into things.
*Star Citizen
Sure thing man
its just for my strategic overview, essentially just the UI
Thanks. 🙂
No everything games please
Yeah its neat watching it generate new maps. I mostly regenerated to check for errors with my code tho
I thought everyone knew to avoid me... Need to work on my reputation
lul you created a whole planet system for UI..
I did infact but it'll look really cool aye
So, a little background; I'm an author who writes online stories with 3D illustrations, and since because of that, I already have character models, background assets, and music, I want to use these resources to make video game spin offs.
That background sound like you will be using Blueprint in the future
(I am so sorry)
I am planning on making a game based off of my current ongoing fantasy online story.
I'm thinking of a top-down rogue-like waves of endless monsters game broken up by puzzles.
This is the art style for the project; a mix of western animation and ghibli-inspired backgrounds.
That girl looked just like Korra
I'm trying to go for something simple and not too overly ambitious.
That's great, it's one of my main inspirations.
So do you think a top down game like that is alright for a first game/does it fit with the art style? I want thinking maybe the style is a bit too proportionate for a top down and that maybe 3rd person would be better?
Looks really cool
Have you think of Unity? I think as a writer/artist Unity is much easier to learn and also your game sound ok in Unity
Thanks.
I'm leaning heavily towards unreal because I'm really comfortable with node based systems.
And I've learned a lot about it.
Hello Unreal chat
A top-down rogue-like waves of endless monsters game broken up by puzzles, i personally think that is not to ambitious for a first project
I mean, i am making a proc gen game as my first lul
So far so good
Nice, procedural generation can be hard but also very rewarding.
Okay, cool. I figured it's been done enough times, that there's enough tutorials on it. That way I can focus on the graphics, UI and music to make it stand out.
But notice that as a writer, sometimes people misunderstanding the difference between a novel and a game.
Good writing and good art don't mean a good game.
You need good game design, and as a creator, you need to play a lot of games.
My current project is fairly open world with some procedural dungeon generation in it..... its probably too big for me realistically
I have seen people focus too much on art and writing, they forgot about the gameplay.
maybe a visual novel type game would be a good place to start
That's good advice. I am going to try and take a page from nintendo and work on the movement mechanics, really refine them so they are really enjoyable before any work on the rest of the game.
I think playing to your strengths is a good idea rather than biting off too much early on. Motivation is a huge part of it, staying the course and actually getting a project completed
I'm almost considering the feature to toggle between top down and third person, but I'm not sure how players will react to that concept.
For me, it's either grind to the point i could go Kickstarter or i will never be able to actually finished the game on date
I'm thinking of adding 3 types of creatures/enemies to start and having 3 playable characters and 3 maps.
I'm just kinda picking at the different aspects a bit at a time. not really completing any portion, but getting it far enough along... for a while I kept putting things off cause I needed animations, I've got a few now but not really enough
my dungeon is viable, and playable, but doesnt have monsters yet and is kinda boring, but its there
damn, you have reached the point when you need more money to get the job done
i haven't get there yet
well, you either learned animations or make some money..
I have no money for paying for anything, so yeah probably doing what I need with control rig...
hmm that is what every single game have bro.
hopefully epic releases a good anim pack on the marketplace, that isnt full of stolen animations this time
My game has only 1 playable character 😦
That's good, actually. I'm not trying to break new grounds with my first game.
i am sure you can find similar game with those concepts and solve most of your question, just play
I'm still using manny 😦
manny for the money
I already have fantasy style music for that goes with the online story, but I'm thinking about creating some hype tracks with a bit of edm flare, influenced by tracks like this: https://www.youtube.com/watch?v=bs4qbyg-iIc
Another amazing Kiriko Theme Soundtrack.
#kirikosong #kirikotheme #kiriko #overwatchkiriko #kirikoskin
I was thinking of beat boxing over my game for the soundtrack, what you guys rekon?
What's the genre?
ARTS
Youre a drug dealer and you have to build up trap houses in the ghetto
Its kinda like the Sims
but the cops raid your houses, find your stashes
Okay, well, that'd probably fit.
@zinc matrix Thanks for the advice, by the way. It's helping me kind of narrow down/affirm things.
Only other thing is I'm planning on having comic panels as cut scenes with a camera that moves over them for the player to read.
Which is something I've seen in games before and liked, but also scales down the production a bit.
You seem to mind so much about visual things. Some games have dogshit visual and graphics but still sell well like Valheim.
I am not saying that caring about those is bad, it is just something you shouldn't do at the very begin of your dev
Crazy how few plug and play anims there are, it requires a huge chunk of work just hooking them up
That's good advice. I already have a lot of the graphics done, because of the story illustrations being 3D, but I should focus on the core mechanics before I go too fancy with the VFX, UI and such.
Well, we are all developers in here so we don't rlly give a sh*t about visual stuff until the last day before publish
Haha
Cool, I'll hunker down and focus on making the core game fun to play; the graphics can just dress it up
Yeah! I had to combine 2 or 3 packs to get my current animBP working. And its just basic locomotion, strafing, and some pistol and rifle equip/reload anims.. its very hacky but it works 😄
Hey, don't take random stranger advice like me too serious too bruh.. As i said i am a new too haha
Well, thanks anyway for the advice. I think the first step for me is to import my character and make controlling them feel really good, which will be plenty of work in its self. So I'll update y'all when I have progress.
I like how we get the same crappy jump anim with every skeletal mesh which uses Epics rig
wuh? isnt that how everybody jumps IRL?
yes I immediately act like Im falling off a cliff 2" off the ground 😛
yup, I make it seem like I fell off a mountain every drop I go over
@zinc matrix Also, which one did you think looked like Korra? Just out of curiosity.
the left one, obviously
Cool, I'm glad it called that into mind.
while I was waiting for my project to clone in the launcher (my ver of source control), I just found the old DnD games on steam.... Eye of the Beholder!
Anyway, I gotta head out. Nice talking to y'all. 😄
I played so much of Eye of the Beholder3 back when I was a kid.... so very tempted
Be careful, youre tainted by modern luxuries now
yeah, thats the one thing holding me back.
I tried playing some of the older Total War games, jeebus they are terrible lol
I want to join you guys too but i spent my whole childhood playing League of Legends
Youre still a child then 😛
I tried playing an old point and click adventure a while ago, man what a slog that was...
Im waiting for the "my grandad used to play Halo"
The original halo? Or the 3rd remaster?
remaster chief edition
I have no issues being my age in regards to gaming tbh, I saw the arcade, played plenty of pinball, saw the first handhelds, the first consoles all the way through, the first FPS and 3d games
I am still feeling pretty tempted to get EoB.... partially because I currently dont know what to work on in my project
Maybe it'll inspire you, speaking of I just had an epiphany
I dont take into account the time that has passed on the game map when I come back to the planetary view
Some day I hope an entire football team double over simultaneously out of sympathy for their teammate.
How hard is it to make a tree-based node editor like the behaviour tree for a custom system? I know the dialogue plugin I use has one built, I'd like one for my quest system. Right now the quests are in a data table and its hard to follow and edit in there
I know my dialogue plugin has one built
How hard was that to do?
I dunno, it was a plugin from the mp, so I just added to project
Ah I thought it was "my" in the sense you made it.
ah, sorry
I think its easier to make subeditors with UE5 versus UE4, I get the impression Epic optimised alot of things behind the scenes
so far I havent found any recent info, but found a graph editor base plugin from 3 yrs ago
I think most of the stuff is geared towards getting new people into UE
The PCG plugin might be a good place to look since its still WIP and not too bloaty yet
I mean making a graph editor like this : https://github.com/jinyuliao/GenericGraph/raw/master/docs/images/GenericGraph.png
Yeah I think its all the same underlying base for the grid etc, the nodes are different for BTs obviously
That dialog one looks more like AnimBP
I think that pic is examples what you can set up with different settings in the plugin
and it would probably be a good base to work off of
Who knows, I find with tools I just spend too much time debugging tools and not enough time working on the game
so now I make really cheap test tools lol
Editor Utility Widgets are your friend
I should look into those
I find em super handy for mocking things up, I made a quick palette generator
otherwise its continue with my existing system, inside the datatable, or buy a quest system off the MP, which may or may not be a pain to implement and be hard to work with
ah, I prefer top down, like the 2nd half of the pic I linked, but maybe thats just what Im used to
Either way you'll need to be careful of lock conditions
There must be a way to mitigate those but thats more of an issue across missions not just with a single
if you do a mission which disables access to another
Can lead to a position where you cant progress the story
Why not use BPs too? Just thinking aloud.
You can just make few dedicated nodes and start slapping them around instead of full blown Editor.
At some point you may start need anyway things like accessing vars, looping and etc anyway.
I guess it depends on what you require a node to do as to how simple it is to add
Kinda. Note you will have to create them anyway on custom editor.
Im just thinking the complexity of what youre doing overall, if it is not far off a custom editor
I try not to write completely custom nodes at all if Im honest, I tend to stick to the auto generated ones using the meta data
This even better.
Thankfully Epic have been doing my work for me lately
Remind me to send them a nice gift basket
What work? Shaky UE?
Get what?
difu
wtf is difu
do it for you
yeah PCG, Scriptable Editor Tools
hopefully we get the landscape baking to nanite from FN
Hmm....
Ive still got acouple of tools up my sleeve though
Im into navigation recently, like river navmeshes e.g.
I could never seem to get the different navmeshes working. Im fairly sure youre meant to be able to have different ones based on the pawn type
Hmm
Unsure.
You can have different over the world.
They seem to move now toward multiresolution meshes btw
At least in 5.2 they introduce a 3 levels of cell size.
ahh thats definitely good to know
Don't level up your expectations yet tho. Afaik, currently it is a build/compile time toggle between these.
Navmeshes are big in memory.
Gotta check myself later
In umm Hidden and Dangerous you used to have these flags which were helpers for the navmeshes to help slice it into the right sized chunks
Only tiles in UE 🙂
I used dynamic navmesh generation but I seem to remember having to trick the engine with a controller class attached to an actor
You need an Invoker component, the controller has one builtin
Now, thinking more of it, I think there should be a system (existing/creating) to have several overlayed navmeshes and switch them per agent 🤔 ...
Yeah it took alittle bit to setup but it seemed to work well, main issue is when the AI wants needs to go further than the mesh allows
Definitely
Thats what I was talking about before, theres meant to be a system for multiple agents, the navmesh is meant to be coloured for each one but Ive never seen it function correctly
Might check later, but as I said, they huge in memory, so it will be a balance.
well ideally you only want to save the differences between the navmeshes since agents should be able to share
Invokers are nice, but quite heavy on speed instead.
yeah invokers work well but you wouldnt want to be dynamically generating too much so its still a balance
No, that not possible.
Except if you dont implement your own navmesh
I have some agents which can climb well but would still use mostly the same base navmesh
Aand, stee, vertical, overhang and etc. nav is totally different beast
yup its a pain in the butts, just give everyone a step height of 1m 😛
lol, yeah, I don't think Recast can handle it 🤔
I wanna know how Borderlands 2 did its AI
lol, just saw a YT thumbnail about it hour ago
I think even in BL3 they still used the deprecated Autodesk Gameware
Gameware Navigation in specific
Prolly a bit basic, but my quick search reported that: https://www.youtube.com/watch?v=k5PPrkfwKfE so why not have a look?
I might have watched this but I'll do it again
I just know BL has a wide variety in agents
I should use Epics PCG plugin to make some guns
bazillions of barrels 😛
http://gameware.autodesk.com/navigation
Autodesk Gameware is proud to announce Autodesk Navigation, an artificial intelligence middleware, providing efficient automatic NavMesh generation, as well as pathfinding and pathfollowing in complex game environments. Navigation also comes with a powerful and flexible tool, Navigation Lab, for working w...
AHHHHHH!.. Inhale AHHHHHH! sorry. Just still fighting Maya for the sole purpose if the damn ML Deformer plugin. I despise all things Maya. (expect people named that, .. maybe)
but have you heard about our lord and saviour blender?
Lol, i hope and pray that they will port the ML plugin to Blender. I tried to get CGPT to do it, but it refused
wasnt there some experimental plugin for UE for that?
this is it.. it is half maya, half UE
aah
in the end, all maya is doing is generating random poses based on Joints and Limits (that you set) then exporting them as an animation. but, it is also exporting that 20 to 50k frames of random poses as an Alembic Cache too, that matches. then UE does the actual ML work, with that info. Totally within the ability of Blender, but i can't write Python to save my life
Literally, that's it. Blender Python -generate random poses within these limit parameters. Ok, save that as FBX. Now, Save that same thing as Alembic Geometry Cache. That is it. and i cannot do it 😦
I am close. I mean, i 've been working on a random pose generator, but my problem is not the concept, it is the Syntax. Which is what i use CGPT for, but they keep nerfing it to hell
interesting. ive never tried that.
ive only messed with animations as much as trying some mediapipe based motion capturing plugins. not very good results as it doesnt know depth that well with one camera.
so you've played with the freemocap project?
He thinks he got single camera working pretty well now
I have not had opportunity to try it yet
🙂 no worries. The ML concept is rather different too, though.. These random poses are for the ML Learning Algorithms to fix the deformations
I do not know that one.. i will have to look in to it (Argh, (lack of) time is my enemy)
if i could just make poses with it without keyframing by hand, i would be happy 😄
🙂
I've come to the conclusion we are getting closer to a minor utopia, but we are at the phase where you either pay with cash, or with your time
I am at the point where i need more of both :/
By that, i mean, you could spend your time to hand fix the keyframes, or you could pay someone to do it, or you could pay for a professional rig with multi cameras, etc that would do it much better
yea, that would be the best option until these ai things evolve enough one day
But I wanted to pay with exposure
😛
i've got CGPT writing me a better Random Pose script right now. I am going to eliminate Maya in this ML procedure.
I am going to have to change my name to 'HunanbeanAndTheMachine' 😁
uhoh, i sense incoming jokes
Puny hunan
lol
Ok, i got the working script out of CGPT for random poses within defined parameters. Man, that was like pulling teeth :/
AND a thumbs up from the hulk! a Win Win
I think Im gonna need to write some stuff ontop of PCG plugin but Epic has said big changes are on the way for it so I dunno what to do... Twiddle my thumbs I suppose
Yeah, probably best to work on something else, unless you are quick at it
hell, i've been twiddling my thumbs about Epic since 2014 i think :/
Its abit like that, when will the lighting get as good as The Elemental... oh finally
Its looking abit dated now but the SVOGI was top notch
But, i'd imagine Lumen is superior
Well there was no hardware option back when this was made
right. https://www.dsogaming.com/news/epic-games-tim-sweeney-explains-lack-of-svogi-in-unreal-engine-4/
Epic Games impressed gamers back in 2012 when it showcased its latest game engine, Unreal Engine 4, with its Global Illumination support. The Elemental Tech Demo was a beauty to behold, however its latest version – which ran on Sony’s PS4 – did not feature any of it. Naturally, a lot of PC gamers blamed … Continue reading Epic Games’ Tim Sweeney...
In all honesty Im kinda glad because I was running pretty mid end hardware back then lol]\
same. and i was still running it up until 9 months ago :/ 🙂
heh, I managed to build lyra from the ground up so that it includes the bare minimum code (plus the plugins) and it finally builds
too bad the editor crashes on startup
please share
I mean it's basically a copy paste exercise
I might just bin this tbh
I only want the ability system + input thingies for my toy project 😄
Its a whole lot of stuff just for acouple of bits of boilerplate
I mean the problem it sets out to solve is one Epic created so why not tackle the actual issue... The need to write the boilerplate
I did see one thing on github which lets you create the attributes in an editor config but it still requires the other ability system boilerplate
tbh lyra has a lot more boilerplate than just the ability system 😄
asset manager... input stuff, settings, performance counter thingies
Lyra is a piece of shit, its layers of complexity on top of layers of complexity, and for no reason.
Mod orgy again ?
can't say if it's a piece of shit or not tbh
Yeah but the boilerplate is still the issue when they could just use the wizards to write the boilerplate
sure
Slacker Wizard Project 😛
yus !
"we write code so you dont have to"
make some slate gui and then slap on some python script to do the code gen 😛
hey mons, you think you could rewrite the voxel plugin network code ?
I think someone could pay me to do it 😛
Its not that I want to get paid for my hours, its the pain and suffering for having to use C++ 🤣
yes i know lol
i spoke to one of the devs yesterday and the problem they have with MP is a usage case where : if a player joins after a gazillion edits to the world, how can it sync those updates in a fashion that does not overload the client etc etc
also where the feck is Dieter, @proud jay i need coffee !!!
a lot of that pain would go away if/when we get rid of A) header files B) templates that produce cryptic errors when you forget a semicolon somewhere
that semi colon pain 😦
C++ is bae
Also, errors are kinda understandable nowadays
Maybe Epic should start to port to Modules the headers, if it wasnt for the ton of macros they used.
Epics Macros are Rabbit Holes, very deep rabbit holes
c++ is not pain ata all
Starting April 15th, only verified accounts will be eligible to be in For You recommendations.
The is the only realistic way to address advanced AI bot swarms taking over. It is otherwise a hopeless losing battle.
Voting in polls will require verification for same reason.
122545
14750
But can't bots have paid accounts too?
So, it is an wining battle for Twitter
as verified more and more is not excisting on twittter
Maybe they need to add another color mark, say Yellow, for bots.
I see many ppl enjoy listening to bots rambling.
Or just talking to bots, out of amusement.
like blueman?
Yesterday they were posting some anime
bots probably make more money than humans at this point lol
It is so better to communicate with bots.
funny thing is Elon probably created bots to do the job of alot of the people he fired
then he complains about bots 😛
Some young colleagues are totally out of the physical communication with other humans.
They exist in internet, chat friends and now - chat bots.
blame the parents, they are the ones who give iphones to 2 year olds 😛
Doesn't matter parents, kids, grandpas... The effect is that.
Everyone contributes.
My grandma sent me a friend request on farmville
im based on silicon
Dont lie, you are coffee based. We know.
well there is that ....... ☕
sorry was at your mum's
nothing to do with bots, just looking for any excuse to push the shit product
I'm downloading Rider 😐
downloading earth 2.0 where no humans only organic what is not humans
i will come to earth 2.0 with you
Rider? I barely know her
She's lovely 😉
the future is here
you cant even be in this world..you can only purchase tiles images of real world

that is not earth 2.0 at all
no it's earth 2
earth 2 will be created when 2 parallel earths are used as fuel to make earth2.0
😮
clearly earth 2 will run on the blockchain
and it'll be an NFT !
you'll be an nft tooo
I've been an NFT for years !
you're streets ahead
lol had to update Visual Studio to uninstall it 😐
i know,. but i messed up my install somehow so im deleting it and going to try a fresh install
but yeah Rider needing VS is a bit fucking silly
who doesn't like paying 2 licenses instead of one though
hell why dont we make it 3
which one will you be adding
hmm not sure, maybe VAX cause i like throwing away good money, or github co-pilot hmmm
definitely thought you were going to say OnlySheep
das boot
Booted
Freaky !!
no u
thats not meeee
or is it
you will never know 😉
imma be 20 next year
hopefully i can go to GDC
what if dieter isnt dieter
hopefully you randomly get a ton of money then
that shit ain't cheap
we could kill him ?
please do
😲 🫂
i remember the access pass being like around 2k the last time i saw it
$2k 😮 fuck that, ill watch it on YT instead
I saw a tweet earlier which said it was $4600 for 9 days accommodation for their GDC trip
Then you got the $20 bottles of water from the vending machines 😛
there goes my hopes and dreams
Have you ever been to SF?
SF?
San Francisco
Ive not heard the best things about it in terms of places to visit
Another person on Twitter showed a picture, their side mirror got stolen while at GDC... not the plastic bit, just the mirror glass lol
😨
The ladies seem to have the worst horror stories though
Not to mention the positive covid tests
lots of grabbers stories ive heard
that America in general dude
Drink spikers... Is nothing sacred
i saw someone on twitter said they got positive there
just as bad in miami too
Im sure GDC is amazing but lots of negatives too
after they got back from GDC
I do wish they would change the venue occasionally, its too far for me to travel
some could use game engines own entity system do make visualization of that
anywhere is to far for you, you live on the bottom of the world 😛
Hey I dont mind the 45 min flight to Melbourne hahaha
I was thinking Dubai tbh, I guess that could be considered further but theres more direct flights
ye Dubai is a major hub i think
Never been a fan of the Bay area, Im sure its nice but I even hated driving around it in Watch Dogs 2 lol
lol i was going to go anywhere in the U.S it wouldnt be SF, maybe Miami for the WMF
Winter music festival
is it strange that australia is entering on eurovision song contests for some time now
ye thats odd
@proud jay https://ultramusicfestival.com/
this takes place alongside the conference they hold
now Im wondering who wears the bikini in this fight
😂
Why is it strange, Australia is mostly filled with Europeans
Because it's mostly European countries, hence eurovision
Hey GDC in Singapore wouldnt be terrible
I too find it a bit strange. But welcome the Aussies
oo or Taiwan
Thatd be cheap but I think theres alot of crime there so maybe not much better than SF 😛
dammit
Remember to bring cash for police bribes