#lounge
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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
anyone made something similar and want to share their way of doing it? ๐
Our first negative review because we use unreal engine ๐
I thought only people getting a place in EGS can get these ๐
What a load of shite
๐คฃ
so wait, he bought the game, somehow spent the effort to find out it uses unreal... and then did that?
some people... ๐คฆโโ๏ธ
at 0.1h he can refund I guess
though he got it through a key from outside Steam it seems?
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)
Everyone else is basically just full of shit to the degree they're pretty much reciting Reddit posts from when EGS first launched :D
news at six, game companies abandon games that don't have many users
I'm pretty sure Fortnite BR save the single player Fortnite
yeah, but I can understand the feeling that you got screwed especially after you spend money on something like that
the later got a lot more updates it'd have if not for the success of the other ๐
Epic didn't abandon the PvE mode I'd say
it is his epic battle against Epic ๐
writing a negative review to a game using epic tech.. .what a a victory
THIS WILL SHOW THEM
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
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
You can be an opponent of something while still being part of that system, infact youre the one who can most benefit from change.
@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
rofl
gimme a taste of that delicious corn web
Unity Hub is such a weird piece of software...
The way Unity works with that nowadays feels so tacked on
"Share videos and other things with your friends"
GoogleHub Stadia
we the peasant players playing at 2k
while these platforms stream at 8k
better than megascans
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.
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.
Leaning towards something like this and adding in a drawing pad for now, or maybe a cintiq
might go with a mb withnewere chipset
Should work I think ? Lets see if other one reply you
YEah, I'm just not up on hardware anymore
RTX3080 20GB
probably same reason it gives random pages in japanese to me and refuses to switch languages
...when you make a game dev do the job of a web dev 
a lot and not
depends on the work he is doing ๐
woops forgot to scroll down ๐
@plucky pagoda it was anyway
Temtem received 1500 Steam user reviews in less than 24 hours
That means it roughly sold 50,000 units in a single day
That means it'll probably sell more than 1m units in year one, and make more than $25m in revenue
Massive congrats @cremagames!
1500 reviews is more likely closer to 150,000 units. Tends to be closer to 1-2% leave reviews in my experience.
Game looks nice, plus it's a pokemon clone that looks like it fits right into a missing want.
Oddly the preview of the Steam page on that Tweet says "inspired by Pokemon"
thats where it comes that missing thing in pc
Wow, yeah that's like the perfect game to make for pc sales.
but there's actually no mention of Pokemon on that page... they probably removed it at some point I guess
Hadn't seen it before your post
But yeah frankly it looks a little bit more than just inspired by Pokemon... more like a clone
but nothing wrong with that if it's good and it looks like it is
I'd be shocked if that wasn't in the top 5 sales at teh end of the year
ah, I wasn't aware of that
to reduce the bias where mostly unhappy people go leave a review
Chinpokomon
so maybe review counts are slightly inflated recently since that update, compared to sales
The review feature is more prominent in the new steam design as well
yes
and it's asked more in the fashion of "would you recommend this to your friends"
so 50k sales might be more accurate
probably makes it more likely folks leave reviews as a result
basically, there's a bigger ratio of player/review now and this pushes all review scores higher
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.
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)
It has a great market that wants something like that on pc and hasn't had it
brb porting all niche nintendo games to pc
XD
I wouldn't call Pokemon a niche game ๐ค
https://steamcdn-a.akamaihd.net/steam/apps/745920/extras/Steam_Game.jpg?t=1579629574 gotta say, this looks pretty convoluted with so many people running around
nice gif
My next planned game is a harvestmoon like/rpg/ co-op
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?
so Stardew Valley/My Time at Portia/Graveyard Keeper and whatnot? ๐
^ yeah Harvestmoon boom was Stardew Valley
I feel like Portia missed the mark on implementation.
The game is too clunky with crafting
Sim Farm > Harvest Moon fite me
make the Harry Potter GameboyColor game port
and none of them hit the mark just like harvest moon did ๐ฆ
probably now can figure 20 years later how the hell complete the level
Hey!
yeah,
I am new in here and i have a question
the fucking cows are just way too cute
UE4 ONES ARE MORE CUTE
tbh cows in UE4 would have realistic udder physics and I don't know if that's cute
https://cdn.discordapp.com/attachments/431585781681881128/669484502229450762/unknown-5.png does someone know how to fix this?
chiropracty
unsummon Cthulhu
too many bicep curls
i downloaded a model and an animation from mixamo and idk how to make it work
google retargeting, read the doc, fix your settings
lol
did you know........
top one is RTX on obv
get chickens, they lay almost every day
yeah those cows look like something you'd see on the side of a milk carton tbh
..except with less 420
oh wow MMXX for a second there I thought you're making a racist statement against Turks...
oh cock
Ankara which is the capital of Turkey is finnish for "Harsh" or "Strict" :D
๐ฎ
there are laws against that kind of thing Hevedy ๐
The anti-Hevedying law
๐คฃ
Anyone around who can recommend an inexpensive drawing tablet?
The Academy of Interactive Arts & Sciences (AIAS) is pleased to announce our keynote speaker, Tim Sweeney, Founder and CEO of Epic Games, for the 2020 D.I.C.E. Summit (#DICE2020), taking place February 11-13 at the Aria Resort in Las Vegas. Leading video game executives and c...
<Hello I'm Tim Sweeney and bought DICE>
UE discontinued, replaced by Frostbite
Design Innovate Communicate Entertain summit
Digital Illusions CE
oh DICE in this context isn't the studio?
nice
@plucky pagoda i managed to fix it. thanks a lot!
@desert lintel
Use our fast SSL Checker will help you troubleshoot common SSL Certificate installation problems on your server including verifying that the correct certificate is installed, valid, and properly trusted.
๐ฎ
and its sister company go pro
nice wiki
fucking awsome aint it ๐
now that it actually works
well...
I feel like it could have a bit more content
y'know, like one or two articles
the other one came with a bit better base to start from lol
Wiki.js
why is that page a thing ๐ค
also why the hell is https://wiki.unrealengine.com/index.php?title=Main_Page still in disabled editing mode?
We have temporarily disabled editing while we're working on a new Wiki!
how many years has it been like that?
the low level admin job was probably just to install the software
and someone else will do the data migration ๐
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 ๐ค
also this lol
then you would probably have to consult a thick bible with information
which is pretty much what you had to do back in the day when you didn't know something
yeah people know exactly what it means when there's a SIGSEGV Core Dump message
๐
yeah because unix error codes are really easy to understand
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
sadly I can't recall what it was but oh well
unless it's an info page
written by Linus "Git is easy" Torvalds or someone who has equal skill level in making documentation hard to follow
or did we finally get rid of those?
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
and I think branch probably also lets you go on a branch or maybe it doesn't...
how many different ways are there to merge stuff as well
you can do a merge, a rebase or a cherry-pick...
all of those can do the things the other commands can do as long as you give it the right parameters..
yes, they are certainly useful in different cases, but none of it is very easy tbh :D
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
yeah except most people who have used git for a longer time recommend to rebase
because then you get a cleaner history
that's the problem, doing the right thing should be easy and if rebasing is the right thing why is it hard :)
it's just a series of cherry-picks really
to be fair they have improved git's usability over time
they've made the defaults a lot more sensible, and improved how the commands work to do the right thing more easily
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 :)
(and still better than any alternative I've seen)
I work with people that don't really know much about computers
and yet they never fuck up their repos beyond all repair
rebase is better than merge often, mostly because it means more fast forwards and less convoluted histories
if you work on the github workflow it's pretty fine to rebase your own feature branch now and then
and basically without risk
yeah, go tell people that are "noob" to use git log directly ๐
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
also the perils of rebasing are meaningless
github/gitlab protect branches against history deletion
well, they protect the master branches ๐
it's very hard to mess up following the Github PR workflow
git pull --rebase
๐
I even set it to rebase by default
so how about them tabs vs spaces?
vim vs emacs?
:D
I use a ray gun to directly flip bits in memory
Here in Finland we have a temporary vehicle tax
Been in effect since the 1950s
well I was kinda trying to make a joke about it having been temporarily disabled for a while now...
lol
so that they have one page and they applied a custom dark theme
or maybe just set the option for the theme to be dark ๐
how fix? https://youtu.be/l8VLnSLJUpY?t=47
The Heretic is a short film created by Unityโs Demo team. After debuting its first part at GDC 2019, the completed short is now available to watch in its entirety.
The Unity Demo teamโs mission is to push the boundaries of what is visually possible with Unity. With โTh...
*Doom Slayer
perhaps more than the game itself I'm looking forwards to seeing more binoposting memes
Doomguy is a different character
Temtem received 1500 Steam user reviews in less than 24 hours
That means it roughly sold 50,000 units in a single day
That means it'll probably sell more than 1m units in year one, and make more than $25m in revenue
Massive congrats @cremagames!
Likes
192
@CremaGames (To put this into perspective, these numbers mean that it's going to be one of the fastest selling games on Steam of all time)
Whats dat?
a grid image
nah, apparently its a glass with that grid baked in
at first I was like, wtf. im not going to pay that for a grid based jpg
pff I've already fired up substance designer and ordered shovel for the cash.
haha
wait, glass?
does it go on top of things?
I mean, it would. But that is it's purpose?
I didn't wanted to make realism so spend 4 days making a vehicle
then found out is better realism for the gameplay, process to use the plugin that bought
anyone ever used ue4 purely as a rendering engine as of yet?
with some projects all the other parts just get in the way.
@tough sierra I work at an animation studio that uses UE4 for rendering
I am Pipeline TD for game engine stuff
i don't want to deal with UObject or Actors or any of that, no level editing, just good old fashioned code.
but at a lower level.
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.
the engine gets in the way.
hmm, you probably wont be able to get around using UObjects or Actors...
the Engine has a looot of infrastructure to try to supersede it really does't work that well IME
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.
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.
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
is your name a Dwarf Fortress reference? :D
@foggy path "It was inevitable."
lol
damn.
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.
appreciate the feedback though.
No problem. There are restrictions but once you get used to the paradigm of developing for unreal things get alot easier.
Make sure to keep any custom code in plugin module so you don't have to compile/customize engine code.
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
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.
Ya, I have found that for prototyping Blueprints are much better for quick iteration and experimenting.
prototype what you can in BP then convert functions to C++ nodes
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.
that probably is a matter of personal skill.
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
C++ also has limitations like not having access to BP level properties etc
There is a really good livetraining stream covering exposing C++ to BP to enable a better workflow
โโโโโBlueprint scripting is a great way to put power into the hands of your game designers. On this week's livestream, Richard Hinckley will cover the different ways you can expose C++ code to Blueprints, expanding your game's functionality.
NEWS
How virtual produ...
Also this one is good for basic C++
Announce Post: https://forums.unrealengine.com/showthread.php?142351
Richard Hinckley is joining us for this livestream to help ease new programmers into using UE4's personal flavor of C++. Over the past couple of years, Epic has released a lot of C++ content and tutorials t...
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.
I'd be curious about that as well :p
@rigid shoal @stiff crystal Any properties or functions defined in a blueprint class will not be accessible from c++
you could say that for any two languages really
that's why you do interop between them
getting things from c++ to bp and back is somewhat easy on ue4
Yes but C++ will only have access to properties defined in C++ classes.
I'm just saying, you could get those BP properties.
also could just declare them on c++ class and use it as BP's parent
But, perhaps you shouldn't declare properties/functions in BPs anyway.
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
in general, if you mix c++ and bp, you make sure the whole thing works together
it's not a c++'s weakness
I am not saying it is a weakness, you just need to be aware that you cannot access BP defined stuff with C++ code
C++ parent cannot access the child? That seems kind of upside down anyway, no? A parent class shouldn't really know what children exist
seems obvious though? any embedded scripting language would be like this
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.
Mesh* mesh = getMesh("fileName.fbx");
mesh.pos = {50, 20, 30};
mesh.draw();
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
how to make your game take 10 hours to start: import unprocessed assets
of course.
You can get pretty much anything you want from that BP class from C++. It's just something you probably want to avoid.
or just import in whatever format would suit the engine better. and convert before hand.
if you have to use a bp class from c++ you just designed your system wrong
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.
that's similar to complaining about being unable to call your game code from the core module
but even using the engine's format, using simple methods to manually manipulate meshes like so would be nice, without all the physics attachments.
or gc.
or without even touching UObject.
@atomic barn ohh I see, I thought you were talking about inheritance.. I can see how that could potentially be problematic yeah
you can make your own physics-less mesh component if you want
that still has to be attached to a UObject unless I missed something. but maybe just one UObject manager of sorts would be fine.
mmm.
"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...
won't escape uobjects
jesus that's big.
it's not that unusual tbh
hopefully using p4 so you don't have to sync all that stuff just to work on your own stuff?
yeah, it's all on a central repo
and I rarely sync any source assets myself tbh
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
uncompressed audio files are even worse
is that for terrain?
ye imagine if the engine gasp stored them compressed in the project
it'd blow my mind if high res textures like that were actually used for character models especially prop models.
cries in megascans
characters usually have a fair number of high res textures
why would you have less than 4k on a character
why would you have 4k?
why me?
because people see the character up close
wait
huh thought textures past 2k were only noticeable on really large objects.
you should use 16k texture through VT for your char
large is relative to view distance
this sounds like the 90 fps hype.
so last season
360Hz now
Inhuman reactions, outplays, and godlike aim are what keep esports fans at the edge of their seat. At NVIDIA, weโre committed to helping esports athletes and competitive gamers unlock their potential and hit those unbelievable shots. Today, we are announcing the world's fas...
i'd only see a difference if i had the character's boot in my face.
or something like that, as in really up close.
720Hz is new thing
first we gotta have a gpu that can run this for any modern game
but it's 1080p only
1080p ๐ฎ
mind you as gpu's get more bulky the more their latency becomes noticeable.
when 4k becomes more standard, texture sizes are going to explode, heh
god no, i don't want to buy a couple terrabyte drives.
would not be surprised if 8k and 16k textures start getting used on things
texture usage have already been limited by storage media in past
there has never been a console generation where the size of games did not exceed the storage medium
but I guess not that more and more go digital, that won't hold for long
Ark must be reaching 1Tb by now ๐
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.
and fork the low res stuff by default.
some do that
many games have high res texture DLCs
and on most it's complete waste of resourses
I want every wall texture to be perfectly sharp when I walk up to it as far as the game allows
how big was that high res Fallout 4 texture dlc again?
60GB
oof didn't think they could get higher res textures as is >.<
there was one game with a 150GB download
a console game maybe?
I think that was the Witcher?
yeah it was close to 60
Wtf?
but that 60 was only for the extra textures, you need the game also
think Modern Warfare was around 150 as well?
yeah, sounds about right
to think this drive is only 449 GB large.
and yeah, around 120-150 seems to be the new standard now
Why do console games take up more space?
PC games usually take up more space
I'm gonna laugh when all the next gen consoles ship with 1TB drives
if you download this game 100 times you cost them more in bandwidth fees than they make from the sale 
enough space for one game and some DLC!
Perhaps I am a bit dated, but I've never seen anything near that high. Usually at most 30gb.
any AAA game and it's usually huge
but we're definitely cruising into the multiple 100GBs territory these days
for small indie titles, they can be really tiny still
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.
MGS5 was a long time ago now
only three years right?
you can see way more detail than that
it's two hardware generations behind
need to find a comparison
can't afford to buy any more games.
this can't be the best example.
4K vs 2K resolution comparison side by side so you can see the difference between the 2 resolutions. You must view this on a 4K monitor to be able to fully see the difference in the quality. I'm showing this because I am now using my 4K camera Sony FDR-AX100 to film most of t...
i thought the left was the 2k one
sorry right
monitor res maybe?
4k textures have nothing to do with 4k monitors
that's more a video though but yeah...
0 difference with that at least.
need to find something noticeable.
does not look like a good example
4k monitor is pointless for games anyway
you only need that to counter taa blurriness
Senua 2 is probably the best example of where we're going in terms of games rendering;
https://7images.cgames.de/images/gsgp/204/hellblade-2_6087006.jpg
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
no one said turn off
there a side by side thing to look at somewhere?
I'd prefer to just turn it off, TAA ghosting is horrible :/
https://assets.rockpapershotgun.com/images//2017/07/max.jpg I remember when this was considered photorealistic ๐ค
nah
the face had me fooled but the hand did not.
flickering edges and pixels are unacceptable
yeah tbh some of their textures hold up surprisingly well
It's Max Payne 1 for the unfamiliar
TAA is far worse than flickering edges ยฏ_(ใ)_/ยฏ
when it starts fucking with foliage it's a nightmare
is called Terrible Anti Aliasing for a reason
hehe
Not sure about xbox, I think it was developed for PC first
definitely PC first
but pretty sure it hit consoles either at the same time or soon after
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...
16 inch wide
and 34"
Single 34"? Or Multiple?
my phone is higher res than your monitor
i have to be between 2 to 6 inches away from the screen to see it though.
and it's not even new at all
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.
Why do you have to be 2 - 6 inches away? Vision problems?
very yes.
unfixable and not adjustable through glasses either, hand magnifiers work best.
My dad is kind of the same way.
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.
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.
my reaction with most OH SO REAL graphics is to immediately find things that are not oh so real
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.
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
less resolution will make the blurry edges bigger relative to your screen..
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.
invent better solution then
like what
TAA for parts where it works, some other AA for the rest
is taa that blurry effect that rust has by default?
my proof of concept used FXAA for the rest but I'll try CMAA2 on next version
fxaa doesn't even work
doesn't matter in my case how well it works
where TAA fails, things move really fast already
it leaves my stuff as pixely as it starts
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
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 ^-^
everything
like, everything is better than on ogre
there's not a single thing on it that would be better
supposedly ogre3d has normal maps, shadows, i think reflections, does PBR from what i'm told.
it's still getting updates.
but would like some solid comparisons. their examples use low poly models.
a lot of obsolete open source stuff gets updates from the last 3 people who havent realized a decade has passed
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.
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
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.
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
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.
ez pz
a prebuilt game engine like this is very awesome and all, but there's specific genres it's difficult to work in.
getting game engine built by slapping different libraries together isn't rocket science
but you will lack on tooling inevitably
and the best part is if designed right and modular enough you can replace them with custom libs.
and getting everything to play ball if you plan to release on custom platforms like consoles etc can be pain
that it can honestly, you'd have to re implement a lot of stuff. but the front end doesn't change.
imagine trying to make something that gets even half way to being close to unreals animation tools
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
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.
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
^ is how it at least appears.
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
it really just boils down to resources
or AAA studios that never release their rendering engines.
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
it'd help if ue4's rendering engine was easy to separate from all the other features.
you can slap your own physics, input, netcode etc to ue4 if you want to
i'd still pay royalty for it.
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
i really don't want any of the tooling though honestly. not the level editor, not the BPs, not the UObjects.
and I know a guy who integrated bullet to ue4 internals too, I just ran it as a plugin on my experiment
nice.
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
for rts kinda setup you could use any engine out there
but making fps games is difficult because of the animations.
none of them have framework that fits rts use out of the box so you'll end up doing custom systems anyway
rts royale
what was that Command & Conquer addon which was sorta like that
omg, I gave that out for you guys for free
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.
that's because it wasn't called battle royale
a multiplayer mmo rts was something i wanted to try on browser a while ago but it was supposed to be just 2d.
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
actually not really mmo
it's weird world tho
just a really big map.
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
yeah
i'd have to agree from personal observations.
there's been a few point and clicks too
those are mainly indie productions now
I used to play a lot of these types of games in the 90's
the bulk of indie rts... honestly just can't produce high unit counts to make it look chaotically fun.
I can probably name more recent'ish point and clicks than RTS games ๐ค
I guess a good RTS is probably much harder from a technical standpoint, a point and click moreso in story and game design
it's probably the hardest you can get without going into mmo.
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
heh
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.
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
but this thing however... https://i.redd.it/8hqgfovixn641.png
depends what you do with it
probably.
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
i find it hard to believe it would use TRUE flat arrays of objects/data though instead of an array of pointers to data.
of course it does that is the whole point
i need to play with c# more but the amount of indirection i see in anything with a gc is insane.
I don't get where you would be doing crazy iterating in real world game code though
it depends on the project.
They talking unity in #ue4-general 
factorio would be a good example probably.
UE4 has GC
why would we talk about Unity in on-topic channels here @signal citrus
I dunno about bashing
factorio is not the average game
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.
I could bash every available engine out there for different things
but what good that would do
that's the kind of game i think is fun though. one that processes a fuckton of data.
altho, one can always bash CMC a bit
Crappy Movement Component
CCMotor chyall
just don't try to change it
Convoluted Movement Component it is
or have more than few characters
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
Complete Movement Contraption
you don't put 64 CMC based characters running around
ever.
don't they have 100 of those in fortnite
758
you think those really are CMC based? ๐
they said so
even that's not exactly blistering high but it's still a lot better, would be nice to have that ability.
Epic even redid the Paragone pawns as CMC were too heavy
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..
CMC is built so you can toss it in a scene and get fps/3ps movement out-of-the-box
it could be CMC based but I don't believe for a second that they haven't stripped all possible unused out of it
so i'm not the only one who noticed it's a bottleneck >.>
it even behaves exactly like the cmc with all the sliding and oddities etc
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.
just ParallelFor() the character movement
basically that on a beefy server yeah.
comment out the part where it actually moves the actor and move them all at once later
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.
you can't, since it's integrated with the rest of the engine
the scene manager seems to be at least yeah.
err the one part that determines draw order and all that.
@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...
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
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.
that would be an incredible amount of pointless work
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
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?
I've written own physics solvers for ue4 in past, you can do whatever you want, the engine doesn't limit you
things may have changed but i remember physicx only doing gpu when your using an nvidia card.
nah, that's BS
bullet is obsolete, physx is the fastest that exists at least for now while chaos is wip
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
I thought that was because the GPU mode was only compatible with Nvidia GPUs?
yes
yeah that
isn't the new physx grb usable on both
but on recent physx you can actually setup that gpu mode and it will automatically fallback to cpu solvers on AMD
AMD users could just buy those old PhysX cards, they can't be that expensive anymore lol
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
amd support would be nice considering the price of the cards and all.
much more interesting is when do we get physx 5.0
they said 2020, it's 2020, so where is it 
no idea
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?
I need the improved aggregate filtering that was implemented in that version
the rts genre specifically you want to be able to test quickly but don't need the level editor in the way every time.
I think the PhysX 5 announcement came in a hurry when AMD got visibility with their FEMFX
Just a short video showing the default sample from the FEMFX library for deformable material physics, seeing as I had no idea what to expect from the examples.
I could throw boxes at cars all day...
also doubt it's a coincidence that Bullet 2.89 just released the same time with FEM deformables as well
soft body physics? I dunno
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.
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
according to the slide i read a while ago, it offered performance benefits because it would help with with multithreading.
now seem to focus on chaos
physics as is only does it on one thread supposedly.
if i remember correctly, the slide mentioned that ue4 had bottlenecks with the physicx because it was difficult to thread.
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
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
I really wonder how fast chaos will be
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.
I really wonder when they'll get chaos together
it still kinda pains me that everyone is only looking for chaos now
actually i should go back and double check tick was disabled, should be though.
I'm just glad they deleted all those unnecessary templates on the chaos classes
means there's no reason to extend ue4's physx anymore
I mean, there would be reasons but people only see chaos
effort and attention is limited.
well I'm waiting for physx 5 
kind of the same problem with opensource.
lots of ideas, not enough people to get them finished.
Remind me what OSS is again?
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.
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
there's conventions?
I think it's because the average coder doesn't know anything about those topics
So they just do whatever
this is why I pay to use software that actually uses commonly adapted conventions
i don't like messing with GUI stuff, it's all tedius.
would rather keep it simple and boring.
in nutshell, I hate anything that makes me do extra work
that's what poor UX does to software
that's like a common theme for programmers, we all bitch about the extra work but have different skills and goals.
there are amazing open source tools out there
but what good does it do if it's faster to use other tools
what example can you think of, gimp?
i main in both of those but i can't afford the other stuff, maya left a bad taste in my mouth though.
such basic thing that people need
and blenders lasso select... for item lists ๐
someone really had a good imagination there I suppose
Garbage Image Manipulation Program
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.
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.
but it still had same old annoyances
it'll probably always be counter intuitive.
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
what is it about ps that makes it so popular? never used it.
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
it seemed like gimp but with one window instead of three.
the "new" gimp version finally only has one window
no idea what was up with that nonsense
couldn't you dock them?
also.. what's up with inkscape
again, yet another tool that has so much potential
but UX...
ah double checking, there a way to render the game without jumping into the level editor first?
no idea what you ask now
i'm running on an old ass quad, it can't handle the workflow well.
you'd want decent rig to use ue4
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.
you can launch the editor with -game
interesting.
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
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.
of course it is
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 >.<
the editor loads slower with every release
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.
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
the whole reason of using it though is for the better graphics.
What about LiveCoding?
If you're not making header changes you shouldn't run into issues
that only does so much, when your deving a mechanically heavy game you create, rename, and delete a lot of functions and classes.
c++ and no header changes?
there will be header changes a loooooot.
if you don't touch headers, even the old hotreload works up to some point
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.
Well, even 1:1 I find LC better than HR
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.
this is how you create a very inefficient system just to have completely unnecessary modularity..
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 18,000โฌ bytes.
that's actually pretty damn small.
you'd need way more data than that, and rebuilding the scene every frame would be absolutely terrible for performance
perhaps i'm thinking too much as if it were 2d
i've never built a 3d scene manager.
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
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.
all i'd feed it is commands to draw meshes at whatever transform.
I'm so lost. I wish you the best on whatever this is.
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.
hey guys is there any good reading material on how to โstructureโ a game. like class structure and other stuff
@vapid cloak not too sure about reading material, but if you want to look at some sample code released by Epic this can be a helpful resource: https://docs.unrealengine.com/en-US/Resources/SampleGames/index.html
Full sample games demonstrating the implementation of various genres.
No problem, good luck! ๐
Eeeee i just got nitro 
Did it hurt?
Did it hurt getting nitro?
Sounds illegal ๐ค
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
JIT is tha f00tur3
Donโt think thereโs 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
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
they will
๐
well I don't know
I'm just cynical about pretty much everything these days
they shouldn't ! ffs they've bought the company making live++, what are those good people doing then ? ๐
Why not 4.24.1?
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
actionscript ran on a JIT compiler. Do you want actionscript to make a return. DO YOU!?
Pink Floyd - Relics (EMI Japan TOCP-8792) - 1995.
Animaรงรตes excelentes: "L'anima mavรฌ" 2009 by Julia Gromskaya (https://www.youtube.com/watch?v=hArG7ukz-uU), "Piccola mare"
2003 by Simone Massi (https://www.youtube.com/watch?v=OkZeQwWFO5o), "Trichrome Blue" by Lois Van...
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
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
JavaScript is jit too right?
.NET 5.0 better slow itโs role 
Iโd like to see a net release break backwards compatibility
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.
Yeah I wrote more AS as a teenager than anything else lol
Flash was where it was at
I did all my animations in Flash in pure code. People used to say "the editor sucks" and I was like... what notepad?
โMy portfolio will be entirely flash basedโ
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.
We old lol
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
Animate?
yeah Adobe Animate is essentially Flash + HTML5/Canvas + more output instead of to SWF now
me neither until about 2 or 3 months ago
I moved on and never looked back once I hit game dev
ah
Not not jited?
Just in...I'll stop you there!
Lol
weirdos
You
not all Javascript is JIT compiled
we dont need emails
but....its the principle of it !
thats like 1970s technology
I enjoy my internet newspapers and electronic mail just fine
tbh I wasnt expecting the wiki to be so barebones but it seems fast
its fast cause its so barebones ?
maybe, some sites are slow even though theyre barebones
true, but hey give some credit to the serveradmin who set it up to be nice and fast ๐
theres a filter here limiting emails to specified domains ๐
I just saw this whilst scrolling past the Match of the Day facebook post, and for a split second....
must admin server admin isnt my strong suit
the marketing person must have known that would have been the case. That's meant to be the BBC too.
perverts. lot of 'em
Ankle though
๐ฎ pervs!
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
p@t i only change engine versions after a while
Monsium yeah julia seems a cool language Im going to check it out
anyone know how to find replace the ? character in excel? If you search for ? it just returns every cell for some reason
? is used to match any one character, it's a wildcard
So how can you find that actual character if you need to find it?
~?
I believe
let me try
might be`?
an excel spreadsheet shouldn't be using wildcard characters anywhere in fields
I had 15000 lines I needed to search for errant ? and remove them
it's bad voodoo
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
they were probably things like ' or ยด at some point and got broken by bad character encoding
