#lounge

1 messages ยท Page 659 of 1

ancient ingot
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โ˜•

umbral socket
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I want to make boxes, productpackaging models for use in ue4, simple solution is just to use a box but that's not detailed enough

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anyone made something similar and want to share their way of doing it? ๐Ÿ™‚

delicate lark
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I thought only people getting a place in EGS can get these ๐Ÿ˜

pearl elk
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What a load of shite

ancient ingot
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๐Ÿคฃ

foggy path
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so wait, he bought the game, somehow spent the effort to find out it uses unreal... and then did that?

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some people... ๐Ÿคฆโ€โ™‚๏ธ

ancient hornet
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at 0.1h he can refund I guess

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though he got it through a key from outside Steam it seems?

foggy path
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I've met one person who has a legitimate claim to not use EGS / dislike epic (she was a backer of Fortnite's singleplayer mode which seems to be pretty much abandoned now)

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Everyone else is basically just full of shit to the degree they're pretty much reciting Reddit posts from when EGS first launched :D

ancient hornet
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news at six, game companies abandon games that don't have many users

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I'm pretty sure Fortnite BR save the single player Fortnite

foggy path
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yeah, but I can understand the feeling that you got screwed especially after you spend money on something like that

ancient hornet
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the later got a lot more updates it'd have if not for the success of the other ๐Ÿ˜›

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Epic didn't abandon the PvE mode I'd say

delicate lark
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it is his epic battle against Epic ๐Ÿ˜

ancient hornet
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Paragon they did abandon

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and didn't they refund EVERYTHING?

delicate lark
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writing a negative review to a game using epic tech.. .what a a victory

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THIS WILL SHOW THEM

foggy path
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I haven't really paid attention to it myself tbh, it's just the only sort of legit reason to avoid using EGS that I've heard :P

delicate lark
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not using EGS is ok imo, but spending time on writing negative reviews in steam on titles which are related to epic somehow is weird

pearl elk
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You can be an opponent of something while still being part of that system, infact youre the one who can most benefit from change.

ancient ingot
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oi @pearl elk

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check your pms you willy !

median wraith
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@delicate lark I have seen a profile of terminator on some corn web saying in every video "you're not Sarah Connor" so nothing surprises me anymore

delicate lark
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rofl

pearl elk
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gimme a taste of that delicious corn web

median wraith
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is that Unity Hub

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no wait wasn't unity ?

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๐Ÿค”

foggy path
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Unity Hub is such a weird piece of software...

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The way Unity works with that nowadays feels so tacked on

median wraith
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"Share videos and other things with your friends"

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GoogleHub Stadia

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we the peasant players playing at 2k

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while these platforms stream at 8k

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better than megascans

plucky pagoda
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Hardware peeps how big a difference you think it is between a 1060 3GB vs 6GB? I'm building a workstation for my son and looking to keep the total build cost down.

median wraith
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depends of what you want to play

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and the resolution

plucky pagoda
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It's for dev work mainly. Graphics work, and general game dev. Not looking for ultra realistic renders. He's just starting out and about to start a 2 year graphics/ interactive media program for his last 2 years of High School. He'll also be working on some of my professional projects with UE.

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Leaning towards something like this and adding in a drawing pad for now, or maybe a cintiq

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might go with a mb withnewere chipset

median wraith
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Should work I think ? Lets see if other one reply you

plucky pagoda
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YEah, I'm just not up on hardware anymore

pearl elk
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RTX3080 20GB

median wraith
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but yeah if goes for RTX is a problem

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but not sure if someone goes RTX yet

fluid bloom
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why the hell does docs search log me out

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fucking hell

foggy path
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probably same reason it gives random pages in japanese to me and refuses to switch languages

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...when you make a game dev do the job of a web dev kappa

umbral socket
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a lot and not

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depends on the work he is doing ๐Ÿ™‚

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woops forgot to scroll down ๐Ÿ˜„

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@plucky pagoda it was anyway

median wraith
plucky pagoda
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1500 reviews is more likely closer to 150,000 units. Tends to be closer to 1-2% leave reviews in my experience.

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Game looks nice, plus it's a pokemon clone that looks like it fits right into a missing want.

foggy path
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Oddly the preview of the Steam page on that Tweet says "inspired by Pokemon"

median wraith
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thats where it comes that missing thing in pc

plucky pagoda
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Wow, yeah that's like the perfect game to make for pc sales.

foggy path
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but there's actually no mention of Pokemon on that page... they probably removed it at some point I guess

plucky pagoda
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Hadn't seen it before your post

foggy path
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But yeah frankly it looks a little bit more than just inspired by Pokemon... more like a clone

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but nothing wrong with that if it's good and it looks like it is

plucky pagoda
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I'd be shocked if that wasn't in the top 5 sales at teh end of the year

ancient hornet
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Steam changed the way reviews work recently

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to push everyone to leave one

median wraith
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so this is Digimon ?

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๐Ÿค–

plucky pagoda
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ah, I wasn't aware of that

ancient hornet
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to reduce the bias where mostly unhappy people go leave a review

foggy path
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Chinpokomon

ancient hornet
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so maybe review counts are slightly inflated recently since that update, compared to sales

foggy path
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The review feature is more prominent in the new steam design as well

ancient hornet
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yes

foggy path
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and it's asked more in the fashion of "would you recommend this to your friends"

ancient hornet
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so 50k sales might be more accurate

foggy path
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probably makes it more likely folks leave reviews as a result

ancient hornet
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basically, there's a bigger ratio of player/review now and this pushes all review scores higher

plucky pagoda
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Maybe, I wasn't aware of the change and that's based off experinces over the last few years. Either way that game is perfect for pc sales. It'll be in the top for a while.

foggy path
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Wonder what the reviews are like for Generation Zero right now... I remember it being quite mixed when it launched, but personally I rather liked it (but it definitely was buggy)

plucky pagoda
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It has a great market that wants something like that on pc and hasn't had it

median wraith
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probably is the return of the golden age of spanish software

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๐Ÿ˜‚

foggy path
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brb porting all niche nintendo games to pc

median wraith
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XD

hazy delta
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I wouldn't call Pokemon a niche game ๐Ÿค”

median wraith
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well

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that farming 2d games

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was a thing last years

hazy delta
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nice gif

plucky pagoda
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My next planned game is a harvestmoon like/rpg/ co-op

foggy path
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well I don't mean niche as in only a few people enjoy it, but rather something that kind of just is the one great example of its own genre - which I feel like pokemon really is, has any game done anything similar and actually succeeded to a similar degree?

hazy delta
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so Stardew Valley/My Time at Portia/Graveyard Keeper and whatnot? ๐Ÿ˜„

median wraith
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^ yeah Harvestmoon boom was Stardew Valley

plucky pagoda
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I feel like Portia missed the mark on implementation.

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The game is too clunky with crafting

foggy path
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Sim Farm > Harvest Moon fite me

median wraith
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make the Harry Potter GameboyColor game port

hazy delta
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and none of them hit the mark just like harvest moon did ๐Ÿ˜ฆ

median wraith
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probably now can figure 20 years later how the hell complete the level

molten quarry
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Hey!

plucky pagoda
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yeah,

molten quarry
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I am new in here and i have a question

median wraith
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UE4 ONES ARE MORE CUTE

foggy path
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tbh cows in UE4 would have realistic udder physics and I don't know if that's cute

molten quarry
hazy delta
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chiropracty

plucky pagoda
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unsummon Cthulhu

pearl elk
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too many bicep curls

molten quarry
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i downloaded a model and an animation from mixamo and idk how to make it work

plucky pagoda
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google retargeting, read the doc, fix your settings

molten quarry
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ok

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thanks! :D

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i didn't even know what to google to fix that

foggy path
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lol

ancient ingot
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did you know........

pearl elk
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top one is RTX on obv

ancient ingot
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Turkeys are lazy fuckers

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they only lay an egg every 2 weeks ๐Ÿ˜ฎ

pearl elk
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get chickens, they lay almost every day

hazy delta
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those cows look high

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Havest Moon Cows still win

foggy path
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yeah those cows look like something you'd see on the side of a milk carton tbh

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..except with less 420

hazy delta
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oh wow MMXX for a second there I thought you're making a racist statement against Turks...

ancient ingot
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oh cock

foggy path
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Ankara which is the capital of Turkey is finnish for "Harsh" or "Strict" :D

ancient ingot
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๐Ÿ˜ฎ

median wraith
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I wanted to give a use to these cows

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or something idk yet

ancient ingot
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there are laws against that kind of thing Hevedy ๐Ÿ˜‰

pearl elk
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The anti-Hevedying law

median wraith
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@ancient ingot HAHAHA NO IN CANADA

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๐Ÿค–

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Didn't mean that but well

ancient ingot
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๐Ÿคฃ

plucky pagoda
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Anyone around who can recommend an inexpensive drawing tablet?

plucky pagoda
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Ok, it gets a laugh for the gif, and only a half salt.

pearl elk
foggy path
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I thought that was some kind of Battlefield fanfest based on the name

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Guess not lol

median wraith
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<Hello I'm Tim Sweeney and bought DICE>

foggy path
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UE discontinued, replaced by Frostbite

median wraith
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OH NO

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well at least the wind simulation is working

pearl elk
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Design Innovate Communicate Entertain summit
Digital Illusions CE

hazy delta
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oh DICE in this context isn't the studio?

foggy path
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I made a shitty meme

hazy delta
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nice

molten quarry
ancient ingot
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@desert lintel

pearl elk
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๐Ÿ˜ฎ

fluid bloom
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go daddy is a funny company name

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sounds like a porn flick title

pearl elk
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and its sister company go pro

ancient ingot
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๐Ÿคฃ

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woot

hazy delta
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nice wiki

ancient ingot
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fucking awsome aint it ๐Ÿ˜„

pearl elk
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now that it actually works

hazy delta
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well...

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I feel like it could have a bit more content

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y'know, like one or two articles

pearl elk
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the other one came with a bit better base to start from lol

ancient ingot
fluid bloom
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why is that page a thing ๐Ÿค”

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We have temporarily disabled editing while we're working on a new Wiki!
how many years has it been like that?

ancient ingot
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๐Ÿคฃ

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to long

ancient hornet
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the low level admin job was probably just to install the software

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and someone else will do the data migration ๐Ÿ˜›

foggy path
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the irony is that to someone who doesn't know the errors, both the lights on a box and Windows STOP codes are equally opaque ๐Ÿค”

ancient hornet
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helpful tool for windows error codes ๐Ÿ˜›

foggy path
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then you would probably have to consult a thick bible with information

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which is pretty much what you had to do back in the day when you didn't know something

ancient hornet
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yeah people know exactly what it means when there's a SIGSEGV Core Dump message

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๐Ÿ˜›

foggy path
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yeah because unix error codes are really easy to understand

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I've lost count how many times I've had to try and look up some process or socket related error code and not really found a lot of useful info

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sadly I can't recall what it was but oh well

ancient hornet
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unless it's an info page

foggy path
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written by Linus "Git is easy" Torvalds or someone who has equal skill level in making documentation hard to follow

ancient hornet
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or did we finally get rid of those?

foggy path
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yeah because it makes perfect sense that checkout is used to both select branches you want to go on and revert changes, and reset can also be used to jump to branches and also reverts changes but in a different fashion

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and I think branch probably also lets you go on a branch or maybe it doesn't...

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how many different ways are there to merge stuff as well

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you can do a merge, a rebase or a cherry-pick...

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all of those can do the things the other commands can do as long as you give it the right parameters..

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yes, they are certainly useful in different cases, but none of it is very easy tbh :D

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for someone technically oriented and familiar with source control, and who has bothered to learn enough about the intricacies of how git works... yeah they can make sense of it

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yeah except most people who have used git for a longer time recommend to rebase

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because then you get a cleaner history

ancient hornet
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it's black now

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nah, rebase is fine and useful

foggy path
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that's the problem, doing the right thing should be easy and if rebasing is the right thing why is it hard :)

ancient hornet
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it's just a series of cherry-picks really

foggy path
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to be fair they have improved git's usability over time

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they've made the defaults a lot more sensible, and improved how the commands work to do the right thing more easily

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it's still a bit of a mess, but it is certainly easy enough if you just tell someone the commands they need to use :)

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(and still better than any alternative I've seen)

ancient hornet
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I work with people that don't really know much about computers

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and yet they never fuck up their repos beyond all repair

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rebase is better than merge often, mostly because it means more fast forwards and less convoluted histories

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if you work on the github workflow it's pretty fine to rebase your own feature branch now and then

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and basically without risk

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yeah, go tell people that are "noob" to use git log directly ๐Ÿ˜›

foggy path
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yeah I use rebase all the time as well but I'm familiar with the potential history-rewriting problems it might have so I know how to avoid it

ancient hornet
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also the perils of rebasing are meaningless

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github/gitlab protect branches against history deletion

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well, they protect the master branches ๐Ÿ˜›

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it's very hard to mess up following the Github PR workflow

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git pull --rebase

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๐Ÿ˜›

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I even set it to rebase by default

foggy path
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so how about them tabs vs spaces?

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vim vs emacs?

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:D

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I use a ray gun to directly flip bits in memory

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Here in Finland we have a temporary vehicle tax

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Been in effect since the 1950s

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well I was kinda trying to make a joke about it having been temporarily disabled for a while now...

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lol

ancient hornet
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so that they have one page and they applied a custom dark theme

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or maybe just set the option for the theme to be dark ๐Ÿ˜›

pearl elk
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yeah I just set the option

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and we now have 2 whole pages ๐Ÿ˜ฎ

stiff crystal
tidal ivy
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*Doom Slayer

foggy path
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perhaps more than the game itself I'm looking forwards to seeing more binoposting memes

tidal ivy
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Doomguy is a different character

deep glen
rich quiver
bold fulcrum
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Whats dat?

deep glen
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a grid image

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nah, apparently its a glass with that grid baked in

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at first I was like, wtf. im not going to pay that for a grid based jpg

bold fulcrum
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pff I've already fired up substance designer and ordered shovel for the cash.

deep glen
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haha

signal citrus
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wait, glass?

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does it go on top of things?

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I mean, it would. But that is it's purpose?

median wraith
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I didn't wanted to make realism so spend 4 days making a vehicle

median wraith
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then found out is better realism for the gameplay, process to use the plugin that bought

signal citrus
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damn

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that glass piece is nice

tough sierra
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anyone ever used ue4 purely as a rendering engine as of yet?

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with some projects all the other parts just get in the way.

atomic barn
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@tough sierra I work at an animation studio that uses UE4 for rendering

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I am Pipeline TD for game engine stuff

tough sierra
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i don't want to deal with UObject or Actors or any of that, no level editing, just good old fashioned code.

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but at a lower level.

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honestly, am a bit annoyed at the amount of headache there is to add new source files to a project, especially deleting them and renaming them.

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the engine gets in the way.

atomic barn
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hmm, you probably wont be able to get around using UObjects or Actors...

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the Engine has a looot of infrastructure to try to supersede it really does't work that well IME

tough sierra
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the full source is there, there has to be a way but even with as big as this community is it doesn't seem people are fond of designing their own game engine or working without one.

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for some specific projects i'd rather just have the ability to create meshes, instances, lighting, materials, but then code all the game object and game logic stuff in a custom system.

atomic barn
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I have found that you really have to work with the engine than try to reinvent the wheel. Even a lot of standard C++ practices/techniques go out the window when working with Uneral as there is a ton of stuff that the Engine does itself

foggy path
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is your name a Dwarf Fortress reference? :D

atomic barn
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@foggy path "It was inevitable."

foggy path
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lol

tough sierra
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damn.

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this computer has an old quad from 8 or so years ago, the compile times are harsh and so is managing the code. and all the other parts that rely on UObject seem way too restrictive. was going to give ogre3d a try but apparently there's some missing capability and i'm not a low level graphics programmer.

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appreciate the feedback though.

atomic barn
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No problem. There are restrictions but once you get used to the paradigm of developing for unreal things get alot easier.

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Make sure to keep any custom code in plugin module so you don't have to compile/customize engine code.

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also you can toggle what engine modules to complie using the VS configuration manager (you only need to compile your project unless you are editing engine code), that will cut town compile / precompile times down significantly

tough sierra
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have been doing that at least and keeping it all modular, which helps over the long term the issue is mostly the speed of prototyping things in code. something akin to openFrameworks would be awesome if only it had support for shadows and reflections and all the other fancy stuff.

atomic barn
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Ya, I have found that for prototyping Blueprints are much better for quick iteration and experimenting.

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prototype what you can in BP then convert functions to C++ nodes

tough sierra
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oof. might be that i just suck at using them but they are slower to use than just coding. not easy to reason about them.

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that probably is a matter of personal skill.

atomic barn
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Ya it really comes down to familiarity with the system. I prefer to work in C++ but there is a trade off between compiling systems with C++ and using BPs for more modular iteration

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C++ also has limitations like not having access to BP level properties etc

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There is a really good livetraining stream covering exposing C++ to BP to enable a better workflow

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Also this one is good for basic C++

rigid shoal
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C++ also has limitations like not having access to BP level properties etc
What BP level properties are you talking about? I'm not really familiar with level stuff. Oh, I just realized you meant BP properties.

stiff crystal
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I'd be curious about that as well :p

atomic barn
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@rigid shoal @stiff crystal Any properties or functions defined in a blueprint class will not be accessible from c++

stiff crystal
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you could say that for any two languages really

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that's why you do interop between them

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getting things from c++ to bp and back is somewhat easy on ue4

atomic barn
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Yes but C++ will only have access to properties defined in C++ classes.

rigid shoal
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I'm just saying, you could get those BP properties.

stiff crystal
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also could just declare them on c++ class and use it as BP's parent

rigid shoal
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But, perhaps you shouldn't declare properties/functions in BPs anyway.

atomic barn
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Yes, but the C++ parent cannot access any functions or variables that have been defined in the BP child. And will not know about any other BP defined classes

stiff crystal
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in general, if you mix c++ and bp, you make sure the whole thing works together

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it's not a c++'s weakness

atomic barn
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I am not saying it is a weakness, you just need to be aware that you cannot access BP defined stuff with C++ code

stiff crystal
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just expose it

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then you can

foggy path
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C++ parent cannot access the child? That seems kind of upside down anyway, no? A parent class shouldn't really know what children exist

alpine fern
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seems obvious though? any embedded scripting language would be like this

stiff crystal
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you can also call bp functions from c++

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there are multiple ways in doing this

tough sierra
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come to think of it. a single class that spawns and repositions static meshes might be somewhat nice but it'd be better to just remove the physics engine entirely from the picture.

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Mesh* mesh = getMesh("fileName.fbx");
mesh.pos = {50, 20, 30};
mesh.draw();

atomic barn
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Yes, but lets say you have a BP_MyActor class defined in your project. You will not be able to use that class from any c++ class you define. You can get pointer to it, but you will only have access to properties and functions that are implemented in the c++ class it is defined from

alpine fern
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how to make your game take 10 hours to start: import unprocessed assets

tough sierra
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of course.

rigid shoal
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You can get pretty much anything you want from that BP class from C++. It's just something you probably want to avoid.

tough sierra
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or just import in whatever format would suit the engine better. and convert before hand.

alpine fern
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if you have to use a bp class from c++ you just designed your system wrong

tough sierra
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models and textures aren't so massive as they can't just be streamed in, or why not just comrpess them and unwrap in memory.

alpine fern
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that's similar to complaining about being unable to call your game code from the core module

tough sierra
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but even using the engine's format, using simple methods to manually manipulate meshes like so would be nice, without all the physics attachments.

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or gc.

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or without even touching UObject.

foggy path
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@atomic barn ohh I see, I thought you were talking about inheritance.. I can see how that could potentially be problematic yeah

alpine fern
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you can make your own physics-less mesh component if you want

tough sierra
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that still has to be attached to a UObject unless I missed something. but maybe just one UObject manager of sorts would be fine.

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mmm.

tidal ivy
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"models and textures aren't so massive as they can't just be streamed in" - the source assets for the project I'm currently working on weight in in the terabyte range...

alpine fern
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won't escape uobjects

tough sierra
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jesus that's big.

tidal ivy
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it's not that unusual tbh

alpine fern
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hopefully using p4 so you don't have to sync all that stuff just to work on your own stuff?

tidal ivy
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yeah, it's all on a central repo

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and I rarely sync any source assets myself tbh

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but to put it in perspective, an RGB texture at 4k is is 64MB, and an 8k texture is 256MB - a few hundred of those adds up real fast

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uncompressed audio files are even worse

tough sierra
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is that for terrain?

alpine fern
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ye imagine if the engine gasp stored them compressed in the project

tidal ivy
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it could be for just about any asset

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4k wouldn't be unusual for terrain maps

tough sierra
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it'd blow my mind if high res textures like that were actually used for character models especially prop models.

atomic barn
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cries in megascans

tidal ivy
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characters usually have a fair number of high res textures

alpine fern
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why would you have less than 4k on a character

tough sierra
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why would you have 4k?

stiff crystal
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why me?

alpine fern
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because people see the character up close

stiff crystal
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wait

tough sierra
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huh thought textures past 2k were only noticeable on really large objects.

stiff crystal
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you should use 16k texture through VT for your char

alpine fern
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large is relative to view distance

tough sierra
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this sounds like the 90 fps hype.

stiff crystal
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so last season

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360Hz now

tough sierra
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i'd only see a difference if i had the character's boot in my face.

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or something like that, as in really up close.

soft night
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720Hz is new thing

stiff crystal
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I wish

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not many games out there that run even that 360Hz

alpine fern
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first we gotta have a gpu that can run this for any modern game

stiff crystal
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but it's 1080p only

alpine fern
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1080p ๐Ÿšฎ

tough sierra
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mind you as gpu's get more bulky the more their latency becomes noticeable.

tidal ivy
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when 4k becomes more standard, texture sizes are going to explode, heh

tough sierra
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god no, i don't want to buy a couple terrabyte drives.

tidal ivy
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would not be surprised if 8k and 16k textures start getting used on things

stiff crystal
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texture usage have already been limited by storage media in past

tidal ivy
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there has never been a console generation where the size of games did not exceed the storage medium

stiff crystal
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but I guess not that more and more go digital, that won't hold for long

tidal ivy
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Ark must be reaching 1Tb by now ๐Ÿ˜‚

tough sierra
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i'd be grateful if game devs stored textures bigger than 2k for average things in some kind of package you'd have to download.

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and fork the low res stuff by default.

stiff crystal
#

some do that

tidal ivy
#

I'd rather not have to download the colossal textures...

#

though it does happen yes

stiff crystal
#

many games have high res texture DLCs

#

and on most it's complete waste of resourses

alpine fern
#

I want every wall texture to be perfectly sharp when I walk up to it as far as the game allows

tough sierra
#

they are on average though.

#

at least to me.

stiff crystal
#

how big was that high res Fallout 4 texture dlc again?

tidal ivy
#

60GB

tough sierra
#

oof didn't think they could get higher res textures as is >.<

alpine fern
#

there was one game with a 150GB download

tough sierra
#

a console game maybe?

rigid shoal
#

I think that was the Witcher?

stiff crystal
#

yeah it was close to 60

tidal ivy
#

150GB is fairly standard

#

Ark when I was playing it as 350GB

rigid shoal
#

Wtf?

stiff crystal
#

but that 60 was only for the extra textures, you need the game also

foggy path
#

think Modern Warfare was around 150 as well?

tidal ivy
#

yeah, sounds about right

tough sierra
#

to think this drive is only 449 GB large.

stiff crystal
#

and yeah, around 120-150 seems to be the new standard now

rigid shoal
#

Why do console games take up more space?

stiff crystal
#

because 4k player textures

tidal ivy
#

PC games usually take up more space

#

I'm gonna laugh when all the next gen consoles ship with 1TB drives

alpine fern
#

if you download this game 100 times you cost them more in bandwidth fees than they make from the sale br_dab_left

tidal ivy
#

enough space for one game and some DLC!

rigid shoal
#

Perhaps I am a bit dated, but I've never seen anything near that high. Usually at most 30gb.

tidal ivy
#

current games are much bigger

#

obviously it varies dramatically on which games

stiff crystal
#

any AAA game and it's usually huge

tidal ivy
#

but we're definitely cruising into the multiple 100GBs territory these days

stiff crystal
#

for small indie titles, they can be really tiny still

tough sierra
#

kind of the same but I avoid "most" AAA titles. With some few exceptions. hell mgs5 was pretty damn nice and it's no where near that big. there's no way one could see more detail than that.

tidal ivy
#

MGS5 was a long time ago now

tough sierra
#

only three years right?

tidal ivy
#

5

#

it released on the 360 / PS3

alpine fern
#

you can see way more detail than that

tidal ivy
#

it's two hardware generations behind

tough sierra
#

need to find a comparison

#

can't afford to buy any more games.

#

this can't be the best example.

#

i thought the left was the 2k one

#

sorry right

#

monitor res maybe?

alpine fern
#

4k textures have nothing to do with 4k monitors

tough sierra
#

that's more a video though but yeah...

#

0 difference with that at least.

#

need to find something noticeable.

tidal ivy
#

does not look like a good example

alpine fern
#

4k monitor is pointless for games anyway

#

you only need that to counter taa blurriness

tidal ivy
#

though the next set of consoles won't hit that target

#

if a 4k monitor means I can turn off TAA, then it's pretty welcome :p

alpine fern
#

no one said turn off

tough sierra
#

there a side by side thing to look at somewhere?

alpine fern
#

just counter it

#

so the blur will be smaller

tidal ivy
#

I'd prefer to just turn it off, TAA ghosting is horrible :/

foggy path
tidal ivy
#

I'll have the jaggies, thanks

#

better than greasy smears all over the gameplay

alpine fern
#

nah

tough sierra
#

the face had me fooled but the hand did not.

alpine fern
#

flickering edges and pixels are unacceptable

foggy path
#

yeah tbh some of their textures hold up surprisingly well

#

It's Max Payne 1 for the unfamiliar

tidal ivy
#

TAA is far worse than flickering edges ยฏ_(ใƒ„)_/ยฏ

#

when it starts fucking with foliage it's a nightmare

tough sierra
#

wasn't that an xbox title way back?

#

original xbox.

alpine fern
#

is called Terrible Anti Aliasing for a reason

tidal ivy
#

hehe

foggy path
#

Not sure about xbox, I think it was developed for PC first

tidal ivy
#

definitely PC first

#

but pretty sure it hit consoles either at the same time or soon after

tough sierra
#

come to think of it maybe everyone else notices a difference because their screens are bigger and of higher res.

#

this one tops out at 1440x900 but prefer to lower it to 1024x768.

#

and it's got a width of...

alpine fern
#

ye that screen goes right in the trash

#

1440p ultrawide is where it's at

tough sierra
#

16 inch wide

alpine fern
#

and 34"

rigid shoal
#

Single 34"? Or Multiple?

alpine fern
#

my phone is higher res than your monitor

tough sierra
#

i have to be between 2 to 6 inches away from the screen to see it though.

alpine fern
#

and it's not even new at all

tough sierra
#

meaning bigger screans to a point are harder to see.

#

those tiny ass phone screes though

#

might as well be 640x480 resolution.

#

or slightly higher.

#

now if something was just inch away and had a really high resolution that'd be sweet.

rigid shoal
#

Why do you have to be 2 - 6 inches away? Vision problems?

tough sierra
#

very yes.

#

unfixable and not adjustable through glasses either, hand magnifiers work best.

rigid shoal
#

My dad is kind of the same way.

tough sierra
#

and please forgive my bitching about stuff getting pointlessly more detailed it's just personal limitations that to be honest end up in some annoyance when really it shouldn't.

#

wish i had been this age during the 90s or early 2000s though so that it'd be understandable.

rigid shoal
#

I don't think it's just your opinions. I think most people can't see the difference, and many probably don't even really care.
Low poly games are very popular and well liked.

foggy path
#

my reaction with most OH SO REAL graphics is to immediately find things that are not oh so real

tough sierra
#

the terrain i had was using a grass texture, the normal map was so wrong that it looked flat, fixing it yielded no difference in people's opinions. but that might be splitting hairs.

#

so i wish i could tell what's acceptable and what people actually notice.

stiff crystal
#

re: TAA ghosting

#

you don't need more resolution

#

you need less

#

because then you can at least in theory run the game faster framerate

#

movement delta will be smaller

#

and TAA plays nicer

alpine fern
#

less resolution will make the blurry edges bigger relative to your screen..

stiff crystal
#

you can't always win ๐Ÿ˜„

#

but that 360Hz fullhd screen... made for TAA

tough sierra
#

we should really do a study about all that and what people really notice and what bothers them.

#

an honest study that doesn't tell them which is what.

stiff crystal
#

I'm super annoyed by TAA garbage

#

I dunno if players in general are as annoyed

alpine fern
#

invent better solution then

stiff crystal
#

but it's major PITA for me

#

we have better solutions

#

doing hybrid myself

alpine fern
#

like what

stiff crystal
#

TAA for parts where it works, some other AA for the rest

tough sierra
#

is taa that blurry effect that rust has by default?

stiff crystal
#

my proof of concept used FXAA for the rest but I'll try CMAA2 on next version

alpine fern
#

fxaa doesn't even work

stiff crystal
#

doesn't matter in my case how well it works

#

where TAA fails, things move really fast already

alpine fern
#

it leaves my stuff as pixely as it starts

stiff crystal
#

players won't notice it's bad

#

but they do notice ghosting and trails

#

of course if you have TAA issues with like, foliage, then that's different

#

in my use cases, it's mainly fast moving ground material in front of the camera

tough sierra
#

forgive me for inserting this but anyone know if there's anything this engine can do graphically that ogre3d or the forge can't?

#

a good list of differences would be nice ^-^

stiff crystal
#

everything

#

like, everything is better than on ogre

#

there's not a single thing on it that would be better

tough sierra
#

supposedly ogre3d has normal maps, shadows, i think reflections, does PBR from what i'm told.

stiff crystal
#

ogre was cool in last decade

#

that's when most people used it as well

tough sierra
#

it's still getting updates.

stiff crystal
#

I know

#

but it's barely evolved

#

and it was bloated even then

tough sierra
#

but would like some solid comparisons. their examples use low poly models.

alpine fern
#

a lot of obsolete open source stuff gets updates from the last 3 people who havent realized a decade has passed

tough sierra
#

which is why the forge looks potentially interesting but i'd like to know the factual differences instead of guessing.

#

to have a ground to stand on when picking rendering engines.

#

that looks interesting but only found out through someone else, probably not popular.

#

ue4 does everything out of the box but it's too much, all i'd need is rendering capability, physics and game logic and level editing can be done by hand. is even faster that way.

atomic barn
#

Even starting with a rendering engine like ogre or forge, a dedicated team of engineers, and a million dollar budget you will never come close feature parity with unreal

tough sierra
#

that's just it, the majority of those features are fluff.

#

assuming the situation is the same as in 2d game dev, it's just a lot faster to tie the logic together yourself.

atomic barn
#

I'm not sure how experienced of a developer you are but physics, game logic and level editing are going to a lot more work than it sounds

tough sierra
#

the physics bit one can swap out, and if it's simple enough and they need the optimizations they can make a simple one.

#

as a comparison a simple aabb physics engine i built for 2d way out performed box2d

#

but that's because it's intentionally limited.

#

hell i'd much rather have bullet3d as an option, would be nice.

#

that's just it though to prototype something all you need is a basic abstraction layer you design yourself to that specific type of game, slap in the backends mostly libs or maybe hand made if needed, swap them out as time passes and as needed and as you port. easy.

stiff crystal
#

ez pz

tough sierra
#

a prebuilt game engine like this is very awesome and all, but there's specific genres it's difficult to work in.

stiff crystal
#

getting game engine built by slapping different libraries together isn't rocket science

#

but you will lack on tooling inevitably

tough sierra
#

and the best part is if designed right and modular enough you can replace them with custom libs.

stiff crystal
#

and getting everything to play ball if you plan to release on custom platforms like consoles etc can be pain

tough sierra
#

that it can honestly, you'd have to re implement a lot of stuff. but the front end doesn't change.

alpine fern
#

imagine trying to make something that gets even half way to being close to unreals animation tools

stiff crystal
#

well, if you make custom engine, you don't make much of these tools

#

if at all

#

I've considered this path myself in past because I frankly don't need much of the editor tooling at all

tough sierra
#

honestly i'm tired of messing with character animations, using blendspaces and all is too much a time sink. with an rts for example though you don't have to worry about all that.

stiff crystal
#

but there isn't single open source renderer that would give anything nice enough looking for my purposes

#

either it's visually subpar or just bloody slow

tough sierra
#

^ is how it at least appears.

alpine fern
#

probably because the people who can make that stuff all already work at epic or unity or any of the other big engine companies lol

stiff crystal
#

it really just boils down to resources

tough sierra
#

or AAA studios that never release their rendering engines.

stiff crystal
#

these engines have thousands of hours of labor on each small component usually

#

you can't do same without huge team and years of work

tough sierra
#

it'd help if ue4's rendering engine was easy to separate from all the other features.

stiff crystal
#

you can slap your own physics, input, netcode etc to ue4 if you want to

tough sierra
#

i'd still pay royalty for it.

stiff crystal
#

it's just, if you don't integrate that stuff fully, you lose built-in tooling again

#

but it's totally possible

#

I had bullet running on ue4 myself

tough sierra
#

i really don't want any of the tooling though honestly. not the level editor, not the BPs, not the UObjects.

stiff crystal
#

and I know a guy who integrated bullet to ue4 internals too, I just ran it as a plugin on my experiment

tough sierra
#

nice.

stiff crystal
#

what kind of genre are we talking about now?

#

please say mmorpg

tough sierra
#

na hell no.

#

multiplayer is out of the question for the time being.

stiff crystal
#

such a disappointment

#

what's better than mmo?

tough sierra
#

that and i'm not a big rpg fan, but for example a really competitive rts or a top notch sandboxy/crafting game.

#

well there is planetside 2 which is nice

stiff crystal
#

for rts kinda setup you could use any engine out there

tough sierra
#

but making fps games is difficult because of the animations.

stiff crystal
#

none of them have framework that fits rts use out of the box so you'll end up doing custom systems anyway

alpine fern
#

mmo rts

#

every player controls one unit

stiff crystal
#

rts royale

foggy path
#

what was that Command & Conquer addon which was sorta like that

stiff crystal
#

omg, I gave that out for you guys for free

tough sierra
#

na there's a very hard limitation, you can't use the AI as is, the way it's networked means your limited in bandwidth and number of objects as well. you'd need to do a lot custom.

foggy path
#

you controlled just one unit

#

I think it flopped pretty hard...

#

:D

alpine fern
#

that's because it wasn't called battle royale

tough sierra
#

a multiplayer mmo rts was something i wanted to try on browser a while ago but it was supposed to be just 2d.

stiff crystal
#

knew it

#

well, 50% since rpg wasn't a thing

foggy path
#

battle royale battle royale... you have to play a battle royale and then they are battle royale'd together for a final winning battle royale

tough sierra
#

actually not really mmo

stiff crystal
#

it's weird world tho

tough sierra
#

just a really big map.

stiff crystal
#

like if you think how genres come and go

#

rts was super popular in the past

#

like point'n'click adventure games

#

I guess there's still some following on some rts games but it's quite niche

foggy path
#

yeah

tough sierra
#

i'd have to agree from personal observations.

foggy path
#

there's been a few point and clicks too

stiff crystal
#

those are mainly indie productions now

#

I used to play a lot of these types of games in the 90's

tough sierra
#

the bulk of indie rts... honestly just can't produce high unit counts to make it look chaotically fun.

foggy path
#

I can probably name more recent'ish point and clicks than RTS games ๐Ÿค”

#

I guess a good RTS is probably much harder from a technical standpoint, a point and click moreso in story and game design

stiff crystal
#

for chaos like that, you'd love Unity's DOTS

#

if it actually were ready

tough sierra
#

it's probably the hardest you can get without going into mmo.

stiff crystal
#

so, check again in few years

#

it's really great at parallized work like that

alpine fern
#

unity in 2025: we have 30 new technologies and if you want to use more than 3 of them at once then it doesn't work

stiff crystal
#

heh

tough sierra
#

by the way that physics engine i mentioned, I think it either pulled 12k or 20k moving rectangles per tick at 60 ticks a second. The custom AABB one. Compared to box2d which seems to cap at 2k.

stiff crystal
#

well, it's really only like that with preview packages

#

I dunno if they have any actually released packages that don't play ball together

tough sierra
#

Lol nice meme

#

i hear that their ecs is still pretty choppy.

#

performance wise.

stiff crystal
#

depends what you do with it

tough sierra
#

probably.

stiff crystal
#

if you do some serious number crunching, there's nothing like it

#

but if you try to force it to avg game setup, it's not going to do that many favors for you atm

tough sierra
#

i find it hard to believe it would use TRUE flat arrays of objects/data though instead of an array of pointers to data.

alpine fern
#

of course it does that is the whole point

tough sierra
#

i need to play with c# more but the amount of indirection i see in anything with a gc is insane.

alpine fern
#

I don't get where you would be doing crazy iterating in real world game code though

tough sierra
#

it depends on the project.

signal citrus
tough sierra
#

factorio would be a good example probably.

stiff crystal
#

UE4 has GC

tough sierra
#

hey it's bashing unity if anything.

#

low key

alpine fern
stiff crystal
#

why would we talk about Unity in on-topic channels here @signal citrus

signal citrus
#

Shrug

#

Thought youโ€™d like to join haha

stiff crystal
#

I dunno about bashing

alpine fern
#

factorio is not the average game

tough sierra
#

ue4 does have a fair bit of indirection in some weird ways... but at least c++ itself doesn't so you can get around it sometimes.

stiff crystal
#

I could bash every available engine out there for different things

#

but what good that would do

tough sierra
#

that's the kind of game i think is fun though. one that processes a fuckton of data.

stiff crystal
#

altho, one can always bash CMC a bit

alpine fern
#

Crappy Movement Component

signal citrus
#

CCMotor chyall

alpine fern
#

I guess it's not crappy because it actually works

#

something else

stiff crystal
#

just don't try to change it

alpine fern
#

Convoluted Movement Component it is

stiff crystal
#

or have more than few characters

tough sierra
#

ai running i think it was once per second on 64 bodies that were all shooting at the player was pushing the engine as is.

#

i could optimize more sure.

#

but ouch

signal citrus
#

Complete Movement Contraption

stiff crystal
#

you don't put 64 CMC based characters running around

tough sierra
#

ever.

alpine fern
#

don't they have 100 of those in fortnite

signal citrus
#

758

stiff crystal
#

you think those really are CMC based? ๐Ÿ˜„

alpine fern
#

they said so

tough sierra
#

even that's not exactly blistering high but it's still a lot better, would be nice to have that ability.

stiff crystal
#

Epic even redid the Paragone pawns as CMC were too heavy

terse kelp
#

For some reason when i finish doing the Math() function and finishing up the Ifstatement when its re-running main() everything is flickering, it looks like its running the else{} then going back to main() and looping between those 2..

atomic barn
#

CMC is built so you can toss it in a scene and get fps/3ps movement out-of-the-box

stiff crystal
#

it could be CMC based but I don't believe for a second that they haven't stripped all possible unused out of it

tough sierra
#

so i'm not the only one who noticed it's a bottleneck >.>

stiff crystal
#

(on fortnite)

#

everyone knows it's heavy

alpine fern
#

it even behaves exactly like the cmc with all the sliding and oddities etc

tough sierra
#

maybe they did one component for multiple characters somehow that had the same physics code.

#

err

#

like one component that manages all characters.

#

instead of one per actor.

alpine fern
#

br_galaxy_brain just ParallelFor() the character movement

tough sierra
#

basically that on a beefy server yeah.

alpine fern
#

comment out the part where it actually moves the actor and move them all at once later

tough sierra
#

shrugs i've no idea how Physicsx or the internals really work, it's just often times when you can create a system that manages a bunch of objects in one go it can be optimized sometimes.

#

but if anyone happens to know how to slice out the graphics engine from ue4 and just use that i'd be very grateful. am on a quest to find the best graphics engines to try deving with.

alpine fern
#

you can't, since it's integrated with the rest of the engine

tough sierra
#

the scene manager seems to be at least yeah.

#

err the one part that determines draw order and all that.

atomic barn
#

@tough sierra beware of NIH syndrome

#

Not invented here (NIH) is a stance adopted by social, corporate, or institutional cultures that avoids using or buying already existing products, research, standards, or knowledge because of their external origins and costs, such as royalties. Research illustrates a strong b...

stiff crystal
#

you can just not use built-in physx

#

and if you really need it gone, it's possible to strip it

#

need a custom build tho

tough sierra
#

i've been through that already, pretty sure it's not that, it's that there's literally a lot of crap that's just in the way and would need to be replaced anyway.

alpine fern
#

that would be an incredible amount of pointless work

stiff crystal
#

I wonder what the reason to replace it would be

#

because physx itself is fast

#

if you swap it with say, bullet.. .you'll get way worse perf on physics

tough sierra
#

it's more of just having the option, and if you decide to go with a pure AABB physics then it's not optimal.

#

actually speaking of which isn't bullet better on the cpu side when it comes to simulation?

stiff crystal
#

I've written own physics solvers for ue4 in past, you can do whatever you want, the engine doesn't limit you

tough sierra
#

things may have changed but i remember physicx only doing gpu when your using an nvidia card.

stiff crystal
#

nah, that's BS

alpine fern
#

bullet is obsolete, physx is the fastest that exists at least for now while chaos is wip

stiff crystal
#

like, physx has GPU mode, but it's not enabled in UE4

#

or Unity

#

there's like dozen games done in past two decades that have even gpu physx enabled

#

well, dozen that people have actually played

foggy path
#

I thought that was because the GPU mode was only compatible with Nvidia GPUs?

stiff crystal
#

yes

tough sierra
#

yeah that

alpine fern
#

isn't the new physx grb usable on both

stiff crystal
#

but on recent physx you can actually setup that gpu mode and it will automatically fallback to cpu solvers on AMD

foggy path
#

AMD users could just buy those old PhysX cards, they can't be that expensive anymore lol

tough sierra
#

sure >.>

#

i don't feel like dropping another hundred bucks on a card.

stiff crystal
#

you can run stuff like nvidia flex on AMD as it runs on directcompute, but this isn't physx, it's totally different solver

#

I have no idea how they do these things on upcoming physx 5.0 tho

tough sierra
#

amd support would be nice considering the price of the cards and all.

stiff crystal
#

or just stick with cpu physics

#

like everyone else

#

works for everyone

alpine fern
#

much more interesting is when do we get physx 5.0

#

they said 2020, it's 2020, so where is it br_omegga

stiff crystal
#

no idea

tough sierra
#

there a way to just build a module externally, then instead of running the level editor when debugging you'd just quickly run a simulation window?

alpine fern
#

I need the improved aggregate filtering that was implemented in that version

tough sierra
#

the rts genre specifically you want to be able to test quickly but don't need the level editor in the way every time.

stiff crystal
#

I think the PhysX 5 announcement came in a hurry when AMD got visibility with their FEMFX

tough sierra
#

what's that?

#

oh my

stiff crystal
#

also doubt it's a coincidence that Bullet 2.89 just released the same time with FEM deformables as well

tough sierra
#

is this what they call fluid physics?

#

where things can bend at any angle.

foggy path
#

soft body physics? I dunno

tough sierra
#

there was one engine that was doing realistic simulations to the point that you had to specify material qualities so their bends and breaks were diverse and realistic.

#

soft body that's it.

stiff crystal
#

I kinda wonder where Epic is going with chaos, like are they doing FEM for it too

#

I doubt they'll merge physx 5 to ue4 ever

#

they kinda stopped upgrading physx once 3.4 arrived

tough sierra
#

according to the slide i read a while ago, it offered performance benefits because it would help with with multithreading.

stiff crystal
#

now seem to focus on chaos

tough sierra
#

physics as is only does it on one thread supposedly.

stiff crystal
#

what does?

#

bullet?

#

they got MT support

tough sierra
#

if i remember correctly, the slide mentioned that ue4 had bottlenecks with the physicx because it was difficult to thread.

stiff crystal
#

but it's mostly single threaded on default

#

ah, but physx itself is multithreaded

#

accessing it is still going to happen from main thread in ue4

tough sierra
#

there might be a detail i was missing, probably how it interconnects with everything else.

#

it was a slide someone working at intel produced, since it seems that the company wants to "help ue4 along".

#

more/less

alpine fern
#

I really wonder how fast chaos will be

tough sierra
#

can't really even get past a couple hundred moving bodies at least assuming they are all actors.

#

it can't be worse than that.

stiff crystal
#

I really wonder when they'll get chaos together

#

it still kinda pains me that everyone is only looking for chaos now

tough sierra
#

actually i should go back and double check tick was disabled, should be though.

alpine fern
#

I'm just glad they deleted all those unnecessary templates on the chaos classes

stiff crystal
#

means there's no reason to extend ue4's physx anymore

#

I mean, there would be reasons but people only see chaos

tough sierra
#

effort and attention is limited.

alpine fern
#

well I'm waiting for physx 5 br_dab_left

tough sierra
#

kind of the same problem with opensource.

#

lots of ideas, not enough people to get them finished.

stiff crystal
#

and stubborn core teams that resist nice UX ๐Ÿ˜„

#

(on every OSS project)

tough sierra
#

Remind me what OSS is again?

stiff crystal
tough sierra
#

But speaking of UI I still need to try out imgui and see how hard it is to swap out it's rendering with something custom.

stiff crystal
#

it's like every OSS project agrees at beginning that they'll do everything related to user interactions their own way, bypassing commonly used conventions.. because.. reasons

tough sierra
#

there's conventions?

foggy path
#

I think it's because the average coder doesn't know anything about those topics

#

So they just do whatever

stiff crystal
#

this is why I pay to use software that actually uses commonly adapted conventions

tough sierra
#

i don't like messing with GUI stuff, it's all tedius.

#

would rather keep it simple and boring.

stiff crystal
#

in nutshell, I hate anything that makes me do extra work

#

that's what poor UX does to software

tough sierra
#

that's like a common theme for programmers, we all bitch about the extra work but have different skills and goals.

stiff crystal
#

there are amazing open source tools out there

#

but what good does it do if it's faster to use other tools

tough sierra
#

what example can you think of, gimp?

stiff crystal
#

gimp, blender

#

even krita

#

krita's eraser.. don't get me started on that

tough sierra
#

i main in both of those but i can't afford the other stuff, maya left a bad taste in my mouth though.

stiff crystal
#

such basic thing that people need

#

and blenders lasso select... for item lists ๐Ÿ˜„

#

someone really had a good imagination there I suppose

alpine fern
#

Garbage Image Manipulation Program

tough sierra
#

blender has a fuckload of tools and there' s like no way i can think of to organize it better. not saying ti can't be done better it probably could.

stiff crystal
#

to be fair, I should give blender 2.8 a go

#

I did try some beta for it

tough sierra
#

honestly i only use gimp to image edit stuff. and for that it seems perfect but haven't gotten into advanced tools, mostly deal with textures for 2d stuff or just making things seamless /transparent.

stiff crystal
#

but it still had same old annoyances

tough sierra
#

it'll probably always be counter intuitive.

stiff crystal
#

I still use paint shop pro for that kind of work

#

it's like PS lite

#

but there are some things that are annoyingly bugged on it

#

Corel really ruined that tool

tough sierra
#

what is it about ps that makes it so popular? never used it.

stiff crystal
#

I dunno, I tried to like it quite few times it didn't really do anything better for my use cases

#

and it's sub only now

#

which is main reason I doubt I'll ever touch it again unless I'm forced to bundle it with other tools

tough sierra
#

it seemed like gimp but with one window instead of three.

alpine fern
#

the "new" gimp version finally only has one window

#

no idea what was up with that nonsense

real palm
#

couldn't you dock them?

stiff crystal
#

also.. what's up with inkscape

#

again, yet another tool that has so much potential

#

but UX...

tough sierra
#

ah double checking, there a way to render the game without jumping into the level editor first?

stiff crystal
#

no idea what you ask now

tough sierra
#

i'm running on an old ass quad, it can't handle the workflow well.

stiff crystal
#

you'd want decent rig to use ue4

tough sierra
#

when you compile and debug basically, would be nice to just open a game window, and skip the level editor entirely

#

that way you can play test the next couple seconds instead of a full min later.

alpine fern
#

you can launch the editor with -game

tough sierra
#

interesting.

alpine fern
#

if you're not changing any assets or serialization then you can be extra big brain and use a non-monolithic cooked build

#

it will start in 1 second rather than 15

tough sierra
#

it's not the compiling so much as just opening the level editor, then clicking the thing to run the game.

#

but that combined might be interesting. i need to test this.

#

i don't think that did it.

#

it's still initializing.

alpine fern
#

of course it is

tough sierra
#

no way to just compile it to binary and quickly run as is?

#

guess with all the reflection stuff it wouldn't be so easy.

#

that took damn near 30 seconds to load up the editor oof >.<

alpine fern
#

the editor loads slower with every release

tough sierra
#

come to think of it. maybe i should make and test my logic on something else like ogre, since feedback is instant, then port it all to a plugin for ue4 to just compile once and be done with.

stiff crystal
#

no

#

I mean, it's not a good idea

#

just use lighter game engine to begin with if you find ue4 wait times too long and can't upgrade the rig

#
  • you will still wait a lot even with fastest CPUs when you use ue4
tough sierra
#

the whole reason of using it though is for the better graphics.

real palm
#

What about LiveCoding?

#

If you're not making header changes you shouldn't run into issues

tough sierra
#

that only does so much, when your deving a mechanically heavy game you create, rename, and delete a lot of functions and classes.

stiff crystal
#

c++ and no header changes?

tough sierra
#

there will be header changes a loooooot.

real palm
#

Might be able to try it anyway.

#

It'd be worth a shot IMO

stiff crystal
#

if you don't touch headers, even the old hotreload works up to some point

tough sierra
#

that pretty much worked fine yeah.

#

really though if i'm avoiding UObjects for the most part, and I load assets roughly the same (through a string), hopefully porting won't be a bitch.

#

or something like that.

real palm
#

Well, even 1:1 I find LC better than HR

tough sierra
#

to steal an idea, the game itself could be self contained and just spit out a string of rendering data, say draw this mesh here and there, put this light here, oh and create instances of this at these locations.

#

actually maybe that's how i should move forward making games.

#

it'd be way easier to port that way.

#

you feed the game input, specify the params of which input maps to what type of key, and it spits out data about what should be rendered, and maybe communicates with the physics engine in a similar way. so it's fully self contained.

alpine fern
#

this is how you create a very inefficient system just to have completely unnecessary modularity..

tough sierra
#

it'd work for 2d easy, 3d it wouldn't unless you kept your draw calls small and used a lot of instances.

#

so long as the buffer describing what to draw isn't too massive.

#

an rts though can have a few hundred moving bodies on screen at once.

#

lets see (3+3+3) = 9; 9*4 = 36 bytes per transform object that'd would need to be passed.

#

meaning to draw 500 individual moving meshes on screen you'd have to pass roughly 18,000โ€ฌ bytes.

#

that's actually pretty damn small.

alpine fern
#

you'd need way more data than that, and rebuilding the scene every frame would be absolutely terrible for performance

tough sierra
#

perhaps i'm thinking too much as if it were 2d

#

i've never built a 3d scene manager.

real palm
#

If you only used UE4 to route input and as a renderer, I'd almost say just find a renderer more designed for that case and handle input yourself

#

But then UE4 does have a nice renderer

tough sierra
#

wait hold a sec.

#

openFrameworks absolutely could handle this input.

#

Not sure how it works internally but it will definitely draw whatever mesh you specify at whatever point in time at whatever position.

real palm
#

so like.

#

UE4 -> ???

tough sierra
#

all i'd feed it is commands to draw meshes at whatever transform.

real palm
#

I'm so lost. I wish you the best on whatever this is.

tough sierra
#

like a text file holding this for example.

drawMesh(meshID, x, y, z, ect)
#

a list of stuff like that.

#

and all it would have to do is read this in, and draw the meshes at those coords.

#

though really i'd compress this more and make it bytecode but still.

#

unless i misunderstand it doesn't really need to rebuild the scene every frame.

#

or no that probably would count. seems worthy of testing though.

#

actually yeah i see the problem now, the engine wants a persistent reference of all meshes till they are destroyed, that's doable.

vapid cloak
#

hey guys is there any good reading material on how to โ€œstructureโ€ a game. like class structure and other stuff

dreamy tapir
vapid cloak
#

thanks!

#

@dreamy tapir this is exactly what i need Thank you!

dreamy tapir
#

No problem, good luck! ๐Ÿ™‚

robust gulch
#

Eeeee i just got nitro piggyboi

north torrent
#

Did it hurt?

robust gulch
#

Yay

#

@north torrent ?

#

Who you talkin to

north torrent
#

Did it hurt getting nitro?

cursive crypt
#

Sounds illegal ๐Ÿค”

pearl elk
#

stop sprayin man thats cheatin

winter zealot
#

I got used to use livecoding btw, in exchange of restarting the engine everytime I modify a .h file and only modifying cpp files, it does improve things a lot... still 40seconds compiling on average on an i7 3770 and 16go ram, maybe I can improve the compiling speed with unitybuild and removing code

#

on more important matters lets indeed hope ppl are safe from massive fires and pandemics

signal citrus
#

What version?

#

Turning off unity build may quicken build times. 40 sec is long

pearl elk
#

JIT is tha f00tur3

signal citrus
#

Donโ€™t think thereโ€™s much difference between a 3770 and 6770 but may be good to upgrade to a 3700x or something with twice the cores

#

2012 not so old really

#

But yeah ddr3, there could be other things limiting your compile times

winter zealot
#

p@t it's 4.22.3 and i'm gonna update to 4.23 soon, as for the proc upgrade, I don't want to spend money on a processor if I don't get the compiling under 5seconds

#

Monsium yeah JIT compiling is awesome tech but it's great to have options for everything including native code and VMs imo

#

I know that there are UE4 videos showing very fast livecoding recompiles but I've no idea about what's their hardware and code size for these videos

#

somehow hopping they won't abandon livecoding features like they did with blueprint nativization and that they'll keep improving it, adding support for headers recompiling etc

fluid bloom
#

they will

#

๐Ÿ˜›

#

well I don't know

#

I'm just cynical about pretty much everything these days

winter zealot
#

they shouldn't ! ffs they've bought the company making live++, what are those good people doing then ? ๐Ÿ˜„

signal citrus
#

Why not 4.24.1?

pearl elk
#

Ive been looking into this Julia language lately and it seems to have quite a few things going for it over Python. Its got speed over Python, its not interpreted because of the JIT compiler

#

One of the most prominent feature requests for a future UnrealScript was a JIT compiler, there was no live coding features for that at all. Obviously modifying parameters is an engine feature but yeah even with BP you cant adjust flow wires on the fly

fathom wadi
#

actionscript ran on a JIT compiler. Do you want actionscript to make a return. DO YOU!?

fluid bloom
#

I wouldn't be surprised if in the future we see scripting VMs use some sort of web assembly machines for executing code in a sandbox

fathom wadi
#

I'd probably expect more of a bridge into native code. The new mentality of open source means people can integrate way better than previously. No funny hooking required, no middle-man compilation. It should be one level. But then we have .NET 5.0 coming out and its gonna change everything, including UE4

signal citrus
#

JavaScript is jit too right?

#

.NET 5.0 better slow itโ€™s role squint

#

Iโ€™d like to see a net release break backwards compatibility

fathom wadi
#

yeah JS is JIT also. AS was based on that except the first 2 versions had no rules. It was like python in that the code looked like arse, but it worked.

signal citrus
#

Yeah I wrote more AS as a teenager than anything else lol

#

Flash was where it was at

fathom wadi
#

I did all my animations in Flash in pure code. People used to say "the editor sucks" and I was like... what notepad?

signal citrus
#

โ€œMy portfolio will be entirely flash basedโ€

fathom wadi
#

I mean obviously there was some editor setup... but once you setup the code, it was all external mostly

#

oh god I made a couple of pure flash portoflio sites.

signal citrus
#

We old lol

fathom wadi
#

the good thing was, I was working at an SEO company when Google decided to start trawling some flash as a test. So I made flash support meta-data for SEO purposes. I could have websites, made in flash, have all the SEO functionality that we used at the time. It was pretty cool. I was gonna start a business called Flash2Seo that helped convert old flash but then Jobs killed flash and I knew it was the end.

#

little did I know it would live on in Animate tho. I was impressed

signal citrus
#

Animate?

fathom wadi
#

yeah Adobe Animate is essentially Flash + HTML5/Canvas + more output instead of to SWF now

signal citrus
#

Did not know thatโ€™s a thing

#

Cool

fathom wadi
#

me neither until about 2 or 3 months ago

#

I moved on and never looked back once I hit game dev

fluid bloom
#

JS isn't necessarily JITed

#

it is wholly dependant on the thing that executes it

fathom wadi
#

ah

signal citrus
#

Not not jited?

fathom wadi
#

Just in...I'll stop you there!

signal citrus
#

Lol

ancient ingot
#

weirdos

signal citrus
#

You

pearl elk
#

not all Javascript is JIT compiled

ancient ingot
#

omg mons

#

that wiki.js is crap, it wont even send the fucking emails ! ๐Ÿ˜ก

pearl elk
#

we dont need emails

ancient ingot
#

but....its the principle of it !

pearl elk
#

thats like 1970s technology

signal citrus
#

I enjoy my internet newspapers and electronic mail just fine

pearl elk
#

tbh I wasnt expecting the wiki to be so barebones but it seems fast

ancient ingot
#

its fast cause its so barebones ?

pearl elk
#

maybe, some sites are slow even though theyre barebones

ancient ingot
#

true, but hey give some credit to the serveradmin who set it up to be nice and fast ๐Ÿ˜‰

pearl elk
#

theres a filter here limiting emails to specified domains ๐Ÿ˜›

fathom wadi
#

I just saw this whilst scrolling past the Match of the Day facebook post, and for a split second....

pearl elk
#

must admin server admin isnt my strong suit

fathom wadi
#

the marketing person must have known that would have been the case. That's meant to be the BBC too.

#

perverts. lot of 'em

signal citrus
#

Ankle though

ancient ingot
#

๐Ÿ˜ฎ pervs!

fathom wadi
#

imagine how many times he's been clonked on the ankle. I played daily at school and it happened almost every game. This guy have lived it his entire life. It's probably made of steel by now

winter zealot
#

p@t i only change engine versions after a while

#

Monsium yeah julia seems a cool language Im going to check it out

static cosmos
#

anyone know how to find replace the ? character in excel? If you search for ? it just returns every cell for some reason

tidal ivy
#

? is used to match any one character, it's a wildcard

static cosmos
#

So how can you find that actual character if you need to find it?

tidal ivy
#

~?

I believe

static cosmos
#

let me try

tidal ivy
#

might be`?

static cosmos
#

Thank you, you're a life saver

#

it was ~

tidal ivy
#

an excel spreadsheet shouldn't be using wildcard characters anywhere in fields

static cosmos
#

I had 15000 lines I needed to search for errant ? and remove them

tidal ivy
#

it's bad voodoo

static cosmos
#

it's just a csv of names

#

for random names in the game. I found a free data set of like 15000 family names, but for some reason, some of them had errant ? or other odd marks in them

alpine fern
#

they were probably things like ' or ยด at some point and got broken by bad character encoding

median wraith
#

what is usually the public email address from the companies ?

#

???@