#lounge
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If you aren't about to die from lack of money, I would just wait a day or two and try again.
I might actually financially be better off now than before the virus at this point even without the check
It messed me up big time, but over a month before everyone else, as I was working in China.
By the time the US was hit I was back to making money again... Gotta rebuild my savings though.
yeah its definitely hitting some people hard, got a friend out of work completely him and his girl
My whole family is working.
I never have to worry about rebuilding my savings, I have none lol
Might die from working...
But working none the less.
I had some savings, not anymore.
Yeah, I feel for people. There's been plenty of times in my life this would have meant no food with how tight our money was.
Definitely feeling lucky right now.
we never saved, wife never thought we could as we never had enough money. Now she is seeing that we actually can so hoping when this passes it will stay that way
We're spending way more on groceries than ever before but spending much less overall.
having money always meant buy more shit. now that w cant go out and do that... miraculously money is in the bank
Not counting what I'm spending on remodeling the house
I just moved into a new apartment with most of my stuff still locked away in another city, so I've had to spend almost all my money.
But I can save back a lot of money every month.
Anybody watch FutureMan?
not yet, Its on my list tho
Oh, Yeah it's good mindless fun.
There's a thing Seth Rogan does in the show that crossed with Mad Show is the game I want to mess with.
i can see that
I'm going to wait a day or two before checking the IRS website again.
I checked today and got locked out for 24 hours because my information "did not match their records."
Sounds about right. Yeah giving up for now too.
about to make some mindless blowing stuff up mechanics
Nice. Sounds satisfying.
It is. I need it too.
I was just watching an anime where someone was testing their explosion magic on a huge castle, and my first thought was "Dude... I want to explore that castle."
And now I want to make an explorable old spooky castle, just for the hell of it.
There's some great assets for that in some of the free content
There's so much good stuff in the free collection, it's kind of mind blowing.
Perfect for little personal projects.
Yeah, It'd take more than a lifetime just to make all the ideas I've got from just the free content.
A smart solo indie dev could handily treat the Marketplace as their art department at this point, with enough discretion.
I've been buying anything on sale for years from a few of the stores and the amount of assets I've accumulated is staggering. Anyone could do it.
Yeah. Between the sales and monthly free content drops, there's a lot at our disposal.
If only the vault had better UX. ๐
I've bought most of those from the Unity store and some of the other sites. I usually look for ones that include the psd files. Humble bundle has some cheep ones too
Unreal is catching up though
Thanks, going to give some bots a few guns and then blow them up
I read UI.
Being able to add tags and sort/filter would go a long way.
No joke.
Not to mention an easier way to visually separate packs that are installed, not installed, and have updates available.
Oh yes. I'm sitting looking for some particles and have no idea which I've installed to the project already.
I feel like the vault deserves its own tab at this point.
or its own browser
marketplace art stuff is too unorganized
you need to DL a 2 gig pack to get 1 texture from it
Anyone have any suggestions for a decently powerful alternative to a Microsoft Surface? Ideally I'd like to just get a surface but I hear they have hardware issues. Looking into Lenovo and HP atm
test
looks good, first time using discord, much better than slack tbh. beautiful!
after 5 years of WebDev getting into GameDev, finally feel at home, suits me much better than basic CRUD web apps
anyways, I don't know who am I writing this to haha
happy to be here!
welcome ๐
I have returned from the depths of IKEA.
HP Spectre 15 inch. The new one coming out with the smaller bezels and the GTX 1650. @rose tulip
There is a current version available, but they are doing a refresh.
The new version that I haven't seen in stores yet has smaller bezels, so you get the same 15 inch screen in a smaller laptop.
It will also have newer hardware.
I think you can get the RTX 1650 now or the OLED now, but I don't think you can get both. But I may be wrong about that.
Gordon checks out the new HP Spectre x360 15 now with a 6-core Intel Comet Lake option, smaller bezels, and an anti-reflective coating option.
This video is sponsored by Creative Labs, Inc.
Head to www.creative.com/SXFI to find out more about their CES 2020 announcements.
...
That video shows the difference between the new and old model.
Cool, thanks for the info
I also like Lenovo's high end 360 and the Dell XPS 360 15 inch.
But the Spectre just looks better and has all the features I want for the best price.
Does anyone here know anything about projectors?
I had a momentary lapse of reason last night and began implementing my 2D array struct in C++ rather than Blueprints. Luckily, I accidentally powered my PC off, and when I went to start Unreal, the C++ classes didn't show up, and after I'd deleted them from the folder Unreal asked me to "recompile from source" in order to even open my project, so I just reverted to the previous day, and will now never touch C++ again! ๐
Game & UI input mode causes too much problems, so need to implement my own menu navigation for grid based menus
for gamepad & keyboard
Ye... but I mean what 2D array can offer you that 1D cannot ?
well, since it's blueprints, it's a 1D array faked into 2D... made it so I can jump to the next and previous column easy
There are ones, which are not faked ?
well, I haven't coded in 20+ years, but last time I learned C, you were allowed to do array[x][y]
@bold fulcrum the point of having a 2d array is when you don't have a struct type setup really. You have have properties on a property in that case. With Unreal being a strictly typed engine though, it makes more sense to use structs or TMAP etc.
@lucid walrus This is a funny nugget of dead sea scroll information, but you can do this in Flash Actionscript, and it's not typed at all. So you can have arr[Int][String][SomethingElseCompletely].property
it is bad. debugging actionscript was a pain. AS3.0 did some steps towards keeping it strict, but it was still a loose language
I can imagine
it's funny how web-dev industry quickly jumped over to nodejs and everyone was like "aww yiss javascript we can do stuff so fast"
then few years down the line almost everyone is "we made a huge mistake" and people start migrating to typescript
yeah I quit webdev when all that started really. I had no will to relearn a dozen things to get going in an industry that is boring as hell, and annoying.
the cynic in me thinks that the only reason for why it became popular is that there were a ton of frontend devs who only knew javascript
lots of cheap labour
honestly most of the devs I met along the way were pissing in the wind on a daily basis. I was helping out more coders who were stationed above me, than helping myself on my own work
@lucid walrus btw there is a simple grid implementation under AI module that you might want to use instead of creating your own https://github.com/EpicGames/UnrealEngine/blob/release/Engine/Source/Runtime/AIModule/Public/SimpleCellGrid.h
AI module is a bit weird place for that tbh ๐ค
now there is this thing called WebAssembly
We want to sponsor 6 devs for tutorials & WIPs featuring projects that include work in #Blender3d & #UE4 using our product. If you or someone you know would like to participate, DM for info! RTs appreciated!
#gamedev #gameart #3dart #UnrealEngine #indiegame #b3d https://t.co...
anyone interested should apply quick. This is a pretty good opportunity.
@fluid bloom thanks, I'll look into that
meh.. you can only apply via twitter
for $500 I would apply by shouting down a fluglehorn
if THAT was an option, sure.. but another site to register, no thanks..
a game dev not on twitter? ๐ฎ I thought it was where we all went to advertise for cheap these days
i know i'm missing out not having linkedin, twitter, artstation, fb, and all that jazz.. but just can't be bother with so many platforms
I wonder what the odds are that you can make a plugin for adding Bendy Bone support to UE4. I think it would be a nice addition, but I'm not sure if it would work
why wouldn't it work? didn't some big games already implement that ?
I think conan exiles used some flappy bits
honestly Ive not tried importing them but I hear they don't work. They turn into a slinky or something. I dunno. I have a Bender model that uses it but I can't see it just importing in correctly. I mean, its bad enough trying to get a normal rig in without adjustments ๐
i see what you're saying now.. this might be a good question for the next blender to ue4 live stream
They have too much on their plate with what they have tbh. I wouldn't want to add to their misery ๐
@fathom wadi 500 for something you spend about 100?
Aka 400 gain, there is a platform of proffesional video creator that you give the music and recorded samples and already cost 500 to make it
100$ for a importer where there is already an importer seems excessive to me
huh?
you get the plugin for free if you take up the opportunity. $500 on top of that. Plus some exposure from their end. It's a good thing.
you should do a lighter in the shape of a gun ๐
@rotund tundra how many more live streams until we get a plugin lol
atleast 5 more
well if it helps I think you are right
Has anyone seen a product that's essentially a simple widget game? I have a widget loading screen and want a little 2d game for the players to play while the levels load.
"Loading Screen System"@midnight sluice
or maybe not. I thought it had a game in it that was all UMG.
@plucky pagoda I think you're right. It has interactive loading screens, not sure if they are widgets or not though. I already own it but the system itself only works for SP so I'm not using it, will check to see if they are in fact widgets.
lol ๐
feels kinda true though
I still managed to drop that socket protector.. in the socket
ye its true
the one exception is the front panel connections lol
but thats pretty straight forward now too with those adapter things
Oh, he's going to be talking about fluid sims with Houdini in the stream.
got my attention
i hope they push out the new houdini engine plugin sooner than later
later based on the stream
I want the blender tools plugin
I want a unified behavior on all plugins... Datasmith is wildly different from USD which is wildly different from FBX which is going to be wildly different from the Blender plugin, etc. etc.
yet they all result in either static meshes, skeletal meshes, animations and materials
different Epic teams are reinventing the wheel in parallel, which seems crazy
like, the Datasmith/Dataprep team is currently reinventing the exact same UI that Niagara has already invented
Its frustrating because i'd like to start special treating things in the plugin but that feeling of having to redo it all overrides
Anyone here know whether you are allowed to upload a game where you collect toilet paper as like a joke on those stockpiling on the playstore?
๐คฏ
I think I see myself somewhere on this picture ๐
I got one more but it's NSFW. But of course no one works now so shouldn't be a problem ๐
but now people are at home with their kids
need to find the correct place to tell humble bundle to pound their god damned captcha verifications
this is a pretty neat bundle though
https://www.humblebundle.com/games/2ks-game-together?hmb_source=receipt_page&hmb_medium=product_tile&hmb_campaign=mosaic_section_1_layout_index_1_layout_type_threes_tile_index_2_c_2ksgametogether_bundle
woah Brian Dennehy died
nah, he was 81 so I guess just got the end of his run
I rewatched Cocoon recently
Yeah not many of the cast of that one left lol
lol
Back when people knew who Steve Guttenberg was
I kinda want to tear up every time I see jean-claude van damme now
He's super fit for his age but my god those new Kickboxer movies are bad
Was watching Bloodsport and Lionheart the other night for the billionth time and then I seen his instagram and was like Nooooo!
seen his daughter? omg
Lionheart is one of my all time favourite fighting movies, they call it Wrong Bet here
this is her right? ๐
lol nah his daughters pretty hot and mad fit. she's a very skilled martial artist too. same fight style as pops
Classical ballet style? ๐คฃ
lol
or as we like to call it in the biz, hissy cat
Van Damme had all the makings of a world champ. Hollywood lured him away though
Maybe his daughter will land some roles Lionheart 2
Bolo Yeung was another awesome one from that era. I would have probably shit my pants getting in the ring with him back in the day
lol there are lots of great fighters out there, Id probably get my arse kicked by Lucy Liu
Oh she was awesome in Kill Bill
Undisputed is a pretty decent series of fight films, bit low budget but it works
Well when someone merge your pull request and they tell you they are hiring
thats new
interesting fascinating new
Sounds like you're hired
oh, my god... the mindset of game (engine) developers is so entrenched it's incredible
I tried to give an Epic staff member a user experience improvement suggestion and he gave me the technical explanation as to why things were as they were
I then explained my improvement again using different words, and he again told me the technical explanation using his different words ๐
like... no, there's literally no way that anyone would want to improve the Ux of this engine ๐
Its pretty clear Epic has more technical minded people, you can see it in the code design too
it's like, they're so entrenched in "workaround" mode and adding features mode, that improvement to existing features doesn't even enter their mind
like, I was able to reach some of the Datasmith team in the beginning, but those poor bastards are almost too far gone now as well
They will add features but its got to be on the approved list of things technical minded people care about
@median wraith say ur company is for sale ๐
@median wraith please don't apply to them... apparently the company culture will make you want to stop improving existing features ๐
start ur own and say its for sale ๐
Was this a public discussion @lucid walrus ? Id like to see this exchange
no UDN, and I'm not going to divulge my name and workplace here ๐
All good, thought it might have been on a github PR
@deep glen has your computer started locking up recently?
Been getting that similar lockup we had before
He can't answer is it's locked up.
my b450 board has a tad long post time but thats been from the start
oh just cause for free
I got a glance at task manager and while no apps use it, Iโve got no memory left (of 256gb)
ouch
Iโm thinking itโs some goofy service cause nothing showed as using that much
just have to restart when i feel it starting but yeah idk what it is
My boot times have recently gone from 20ish seconds to over a minute. No idea why. Virtually everything I can switch off has been.
ITS WINDOWS!
its messed up because things just start dying left and right so i can't really detect the cause by going through event viewer
cortana and anythign com related seems to be in a panic
Oh, I take back everything I said earlier... I submitted a second round of feedback and they're apparently aware of all I said and hope to improve it in the future! ๐
I joined this server to get quick help, if that's not too ambitious. Can anyone tell me if there is a specific chat for that? I'm too blind
erm. yeah. All the channels are listed on the left <<<
how rude of you, of course they are listed on the right >>>
all 10 thousand of them ๐
How did I miss that... thank you!
I was trying it and all textures are black for me lol ๐ฆ
Since Thursday in Poland we need to cover face with mask or something similar. I'm gonna go visit my bank next week :Dhttps://image.freepik.com/darmowe-zdjecie/przestepcy-nosza-czarna-maske-i-utrzymuja-ciemnosc-na-szaro_1150-15143.jpg
I wonder if amount of people who would be shoot in USA would grow because of masks.
I got another conspiracy theory. We are prepared for...
and masks are the first step.
@quiet narwhal I don't have the hardware for it. Not going to even try.
I do, I did, it failed ๐ฆ I sad
drivers up to date?
nope on purpose which I think is the issue
seems like its always the case with rtx
Actually March was the first month is over a decade where the US didn't have a school shooting.
A few more years of this and maybe we can fix global warming.
"fix" or .. "fix"
Anyone here ever owned a projector?
I have one
How much did it cost?
Too much but in realm of projectors it was a deal
I haven't really looked into projectors at all, not looking for a great one or anything. I just was thinking that instead of getting a 50 inch TV to just get a projector, that way I could bring it back to the States with me when I leave China.
100% just because of the fact that TVs are big and hard to carry. But then again, projectors are usually pretty damn heavy from my expereince, and the screens are usually a fair bit of the money spent.
So maybe it was a bad idea to begin with. Just a random thing that went through my head yesterday.
You pay for brightness and then resolution
All the cheap ones, even ones with 1080p, these are so dim itโs not worth it
Unless you have a dark room
Would not recommend
I heard you really need to get the proper screen, and that is going to be the part that is hardest to move.
So I'll probably just stick with the cheap TV and give it away when I leave China.
Screen/throw quality depends on brightness too. The dimmer the projector the better screen youโll need
I don't think the shipping cost on a 50 inch TV is going to be worth it.
I'll pay $200 to ship a $700 monitor back to the US. I don't think I'll pay $200 to ship a $250 tv back to the US.
The Youth edition of the Xiaomi Mijia LED projector... -Is it any good and did it exceed my expectations? Oh yes, it did! -Want a coupon for $30 discount on the projector on banggood: BGZSFWICK
Find the Mijia projector on Banggood here : http://bit.ly/XMF_BG_XLP
This more bud...
I just saw this thing in my YouTube recommendations and though it looked relatively cheap. But it is only 1080p.
going higher than 1080p is not likely going to happen, for less than a grand at least
At that point I might as well just buy this.
projectors make little sense
they are for when you want a 100+ inch picture, and that's their market
I am more looking for just a secondary cheap screen, not an actual investment in money.
the 50 inch turned out being a lie right?
So there isn't really a market for portable projectors in 2020? Maybe in 2030...
there is but your talking SD
like: plug this into my phone and project things for fun
The 50 inch isn't bad, but it doesn't do 4k.
I might just keep it, because it was still a good price for a 1080p monitor. But they will refund my money if I send it back. So I was just exploring other options.
I don't think I can get a 2k monitor for the same price.
i'd swap it for something a quarter of the surface area at 1080p
I already have a 27 inch 1080p. Though it is in my office in Shenzhen...
It is not a lot of money, but I would rather buy something different with it.
i imagine all you see is square pixels on it though sitting close?
i know your not in the states but i imagine these brands and models are something you could find a deal on over there too
(monitors are on last page)
Maybe I should just borrow two 1080p monitors from my new school's computer lab...
School is still closed and all...
that hp LD4312 looked like a good deal
Looks lilke I gotta save up some money for a new PC https://www.youtube.com/watch?v=dYa1yCfG0RY
Crysis Remastered Official Teaser Trailer
Crytek's ground-breaking, critically acclaimed first person shooter is back! Crysis Remastered is coming to PC, PlayStation 4, Xbox One and Nintendo Switch.
Crysis Remastered brings new graphic features, high-quality textures, and ...
from kotaku https://kotaku.com/crysis-remaster-appears-to-be-coming-to-major-platforms-1842898679 It features the original campaign enhanced with high-quality textures, an HD texture pack, improved art assets, temporal anti-aliasing, SSDO, SVOGI, state-of-the-art depth fields, new light settings, motion blur, parallax occlusion mapping, and particle effects.The release also lists advanced features like software-based ray-tracing and volumetric fog.
I hope they do push things
"The release also lists advanced features like software-based ray-tracing and volumetric fog."
You know, the Crysis remaster, might actually save Crytek from financial ruin ๐
haha
AHAHAHAHAHA
Honestly by now people are going to expect that it be as painful to run as before.
"software based ray tracing" though sounds pretty fucking insane.
Not sure that's good or bad.
If they focus on pushing the limits like the original, it could be a good seller.
Agreed.
Personally i'm a fan of games that push hardware, with some work put into optimizations at least.
Speaking of which, i found an engine recently that was advertised to have ecs.
And i see this... And ... It's better than vtables.
Hope there's a way around it though.
if you really wanna see an engine that pushes the limits, is the flappy bird clone I made in java the last two days
Maybe I should say intelligently pushes the limits.
Ah. Yeah, not my game then.
Java though, oof that's not easy to optimize for.
I've tried. At least it's not bad for stuff like that.
If your having lag spikes, look into object pools.
There is no optimisation in my project. Its really basic, first game actually "completed"
Yeah, I've never completed a game in the 4-5yrs I've been using ue4
my thing is taking on too big a project
flappy bird was nice and easy
Same. And honestly i gave the engine too much shit forgetting it's not meant for large scale projects.
But seriously kudo to you for that.
Thanks ๐
I did hear recently someone got to compiling C++ code by using a static lib, so they'd just recompile that and link it in, not sure if that could be hot reloaded easier or not.
Since normally changing headers breaks it.
oh is it just the headers?
my last project used some c++, and I closed/reloaded every change..
I just got done teaching my online classes about why cyberbullying is bad.
It's mostly just the headers yeah. Since those contain the symbols that the level editor and blueprints need to work with.
Oh hey it's been a while.
did you used yourself as an example Mr. Mao?
Counterpoint: it's not cyberbullying that's bad, it's the online classes that are bad
I cyberbullied my students to show them what it feels like...
Not really, it isn't good to make kids cry this early in the morning.
This is a Shenzhen company, @signal citrus
https://electronics.woot.com/offers/anker-nebula-capsule-mini-projector-14?ref=w_cnt_lnd_cat_pc_5_11
Well, Mr. Interitus, since they are doing online classes, if I make them cry the parents have to deal with it. Then the parents complain to the school...
even better, you dont have to deal with it directly ๐
The difference between a public and private school is that I have to keep the parents happy...
I also get paid twice as much. So I don't think I want to go back public.
Gotta get that RTX 3080ti.
inserts a witty comment
Do you have a job, Mr. Interitus?
no I do not ๐ฆ
Are you a human, Mr. Fox?
Yes I am human, with my human limbs and human eyes and the human spleen
What does a spleen do?
are they attached to you? or just in a bag?
My spleen makes human fluids
thats why I removed mine
I wonder if I can shove a projector inside of an ITX computer...
if you shove it in hard enough ๐
Maybe in the future we can just have ITX desktops with projectors on the side projecting a 55 inch picture... Get rid of laptops completely.
Just my daily stupid idea. I realize how impractical it is.
If any of you guys are bored my friend Mercurius FM is doing a live quarantine DJ set right now with video game remixes and dance music. https://www.youtube.com/mercuriusfm
@scarlet tartan Youre not really meant to advertise here, its against the rules
Oh man. I'm worried that Trello is going to be phased out.
Earlier today when I logged into Trello, I was prompted to make an Atlassian account (it was optional so I skipped it).
And later in the evening, I saw a prompt under my boards basically telling me I should switch to Jira.
Panic
The language used here is terrible. Notice the use of "will" instead of "can" or "may".
Atlassian? More like Orwellian.
(Not really, I just wanted to make a terrible joke.)
@north torrent well Lenovo has the 610s which is a desktop with a projector on top
Well thats gonna suck for me since my trello account isnt my atlassian account
Lenovo beat me to my bad idea...
I was thinking more like drilling a hole in the front of one of these and sticking the projector in, then hooking it up to the same power supply.
ไนๆไผฏJONSBO
These all move randomly, some dude got this up to 30 fps on his machine, mine's a quad so does a bit less.
It's cpu based.
This is the kind of thing I want to see in ue4.
Lets see 900 per box... Looks like 8x8 blocks which is...
Why?
yeah good luck rewriting the gameplay framework ๐
That's my point.
It's so damn locked down.
If there was a way to have functionality closer to ogre3d or openFrameworks this would be easy.
That alone won't solve it, we need lower level access.
This engine seems to have ecs as well but i noticed it has calback functions for every entity type.
Better than vtables sure.
But not real ecs.
Though i think it's possible to make my own ecs in that engine and not have as much headache as ue4.
Or use theirs and run through it with custom functions maybe.
And i'm not tryign to shit on the engine, I want to see the possibility of ue4 actually giving the right things to us so we can scale our worlds and object counts.
there is coming new framework
Yes need.
That whole "ue4 automatically does a perfect job managing HISMs in the background" failed at least on my machine and use case.
beacause it doesnt
Something to peal back the abstractions is all we'd really need.
ever update in ue4 is cache miss
I'm praying so hard that valkyrie really is something ECS related
The test i did with grass actors, had 4k of them I think? When they were left be it was less than 20 fps, using my own custom hism manager system where each actor would have a mesh index, the fps went up to 90+
valkyrie?
we bit speculate
but im 99% sure
it is ECS for unreal
rewriting component system to be data oriented
Thank god but really hope they loosen up on the abstractions.
did someone pick that up from git commits or where did you get the name? ๐
@fluid bloom This commit message referring to unannounced features (or even a new game) https://github.com/EpicGames/UnrealEngine/commit/207271a4bfa513d4f54795234ed0b1719e3d3b41#diff-d469ebf81888a31bf8f7f82df9d371f5
it was accidently pushed to dev-rendering
Lol.
๐
I heard Fortnite BR got leaked a similar way
it is quite the long jump to go from this message to assuming they are doing anything ECS related
True, but I can pray
Seriously if they give low level access rts would be possible enough that i'd hop back on. Maybe. If I could find a way to hot reload more often and not have to relaunch the editor.
well the fact that they refer to actor components as "old" actor components tells quite a bit
I don't think gameplay framework as is will be dropped
(although there is plan to move it to plugin)
concurrent game data access would be nice
are rarerly bottleneck that show on profiler
The new NetworkPrediction plugin in master is one thing I guess
but
the problem starts when you want to update more actors at once
or do thousand of traces
How much of the community wants this? It's a personal requirement of mine.
it doesnt matter
niagara is sort of ECS i think
Epic does not update engine for community nor licensees
It's for their own stuff?
Oooooooooooh
(like 100 mln dollars up)
Honestly that's fair.
Start the gofundme lads
It's business.
that
and when they have game which uses featre
it is actually productino tested
unlike Unity which is only theory/demo tested
I think Fortnite being a 100 player battle royale that runs on phones and the switch is just about the most extreme usecase possible
Fortnite save the world with millions of monster pawns yes please
replicated flocking, yes please
^ that's better.
Honestly the world war z game impressed me with how the engine is.
It does use cheap tricks yes.
it might literraly 10' mln of saving in server costs
basically 30 40ish zombies at a time
It's obvious they had to work around limitations and cut back a lot of stuff. And flock a specific weird way, and cheap out on zed kills when they are in massive groups. But still.
but epic does
Honestly that's true.
thus why ECS : D
not using amazon web scam would also save on costs 
^
not realy
web-dev: "hey let's make this hugely popular API with node and express"
cue server instances pegged to 100%
from what i see controll has way more goin on on screen than world war Z
Nice.
Personally I wanted to make an rts game with tens of thousands of moving game objects per frame, or a crafting openworld game with just as many moving parts, with destructible foliage and such that can be broken to mats.
Though maybe the latter could be smaller scale a bit
I just love the idea of components and 0 cost instantiation
well i just want have right abstractions for right things
Or make it optional.
Actors are kind of nice but the fact they are required to do anything is beyond annoying.
i don't want to shove everything into virtual ticks because it is also pointless
its really old architecture
from ue1 (;
Sweeney had a reddit comment of his thoughts on it: https://old.reddit.com/r/unrealengine/comments/aezhdv/it_seems_people_at_epic_are_considering_adding/
I heard this saying once, "quality over quantity"
This oughta be funny.
well if you want to make something that has never been done B4 and you expect it to be included in the engine..
Woops, I might have linked the wrong section
To be fair quantity can increase quality due to experience.
That's carmacks perspective. Ah thanks for the update.
I disagree, quantity doesnt always equate to greater quality by default
its why (speaking of Carmack) Quake 3 has a small weapon set
Youโve been asking. Youโve been waiting.
Today, that wait is over. Itโs coming:
Crysis Remastered on PC, PlayStation 4, Xbox One, and โ for the very first time on the Nintendo Switch Platform.
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I like how that scripting language never happened
i hope it will burn Ampere on release: D
It doesn't always correct.
I agree with sweeney's apprehensiveness to making yet another specific game engine only scripting language
Tbh C++ doesnt do everything Epic wants either otherwise they wouldnt have rewritten half the core of the language ๐
I was there for that.
And that got dropped in favor of BP I suppose (from kismet? I think)
probably because std sucks
UEscript was more like the C++ of our engine, but scripted.
it is simply to generic for some specific purposes
kismet was repalced with bp basically
Std has issues yes, even doom 3 supposedly doesn't use it.
I mean the fact they can rewrite it shows how great C++ is so dont get me wrong, its just the fact they had to rewrite it also shows how weak C++ is too ๐
but you are talking about std
That's more a standard thing than the lang itself.
not languague ; p
I would hate C++ less if it wasn't for header files. I hate headers so much.
they should release the unreal containers and memory library for other projects so we aren't stuck using ๐ฎ::vector and others outside of unreal
If you come from a java/C# backgruond i could see the hatred for that.
C++ is based on c which is base don asm.
That deals with compilation units.
It needs headers.
not anymore (;
Oh yeah the module update, not looked into that.
Not sure how i feel about it, would prefer it the way it is now.
headers would be fine if they were compiled in a sensible way rather than copy-pasting and re-processing from scratch for every file for no reason
I am a pretty layman c++ user and headers just feel like extra work flipping open files to define classes to me
I love me some managed language
there is no actual reason for them to be
other than "this is how we compiled c++ in the past 50 years"
I understand why C++ does alot of things the way it does but at the level I work alot of those verbose things dont matter to me
Doing it differently wouldn't hurt performance or make compiling C/asm harder?
It's primary goal was control, meant for os dev. Or c was at least.
C++ is essentially a scripting language from where Im sitting, Im sure some people would hate me saying that but its true, most of the "good stuff" of C++ isnt useful.
Hmm i might misunderstand your perspective.
Its my perspective, I dont stuff around creating languages, messing with memory, spending ages in template world
I work mostly ontop of Unreal Engine, I dont use many of C++ propers features apart from basic operators and types
Honestly mostly the same. Most of what i use from std is maps actually.
Not even vectors anymore.
Though things like operator overloading are super nice when they are needed. It's like... Those tiny things don't often happen but when they do it's potentially really nice. But yeah you have the right idea I think. C++ is an abstraction over C mostly. Like a set of advanced macros almost, but somewhat unpredictable at the hardware level.
Most of the time Im actually directed by UE4 not to use those types because they arnt compatible with UTHINGS()
In ue4? Yeah std is to be avoided at all costs.
The language works well for the engine mostly because... Well same reason any other game engine is built ontop of c/c++
I get why people would need C++ access, just for me it adds more work because Im constantly having to type parser safe macros to work around the languages short comings
This lang being more shortcoming than? What lisp?
so yeah sure the list of things Epic wanted to do in UnrealScript ended up being a list of things you can do in C++ but maybe they shouldnt have been trying to make a scripting language fully blown to begin with. Maybe it wasnt a language problem but a logic one
why would you use std map
It is in my book, the design of the engine isn't something "i" like, but I think a lot of OOP type of programmers might appreciate it, and i can't think of a better way to do what they did.
unordered_map rather.
Cause didn't feel like importing a lib for that.
TMap is far superior to that thing
Epics types are generally pretty damn good and the smart pointers are handy
I actually stole their FName idea and did my own thing with it.
It's a really handy tool.
It would be nice to have a short hand though like being able to use C++s standard operators but with Epics magic in place of it
Operator overloading?
but having a much more sensible api than std is part of what makes unreal containers so good
Then Im not constantly whispering weird parser safe code to VS
none of this horrible iterator garbage
for( auto& a: actorList)
Pretty sure this is rarely used.... Not having an index or pointer to the actual buffer sucks.
If someone could make a clean language for UE4 I can transpile to ugly C++ I would love you forevers
Hm let me think a sec.
blueprints 
Na not those.
kinda the opposite of clean though
lol they solve a different problem though
There's scripted langs that actually compile to binary.
As in actual cpu instructions.
I can't remember if angelscript does it... Crystal does but i doubt it's sanity... There might be others.
I want a scripting language which compiles to C++ so I dont deal with interop, I want the speed and the slick syntax and I can have both as long as we trim the fat from C++. For people who need C++ they can just work on classes which arnt ran through the transpiler ๐
Hell I mean UBT already does this right
Personally for my C++ projects i rarely touch classes.
But i'm a DOD kind of guy for now at least.
Not like Epics code is legit C++ before it hits UBT
Who mixes some json magic in with his C style code ๐
classes are useful even then to organize stuff, you don't have to use oop with virtual methods
flicks dust โจ magic โจ
We can call the new language Black Mamba
Yeah that's correct, the need for them goes way down when your mostly using structs and functions.
cuz its slicker than python and more venomous than C++
Your not the first person to want something like that.
I don't know what kind of language features you'd want, javascript stuff?
Im totally incapable of doing it myself, thats the issue so I just mouth off about it in lounge in the hopes some big brain will do it
The language features are all there, just need to tidy the syntax
Get a list of things you find annoying maybe, someone might look at them and give fixes to the engine. Can't blame ya for feeling that way.
If it's container related functionality that your wanting hell i might send a pull request.
I can just use C++, just have to put up and shut up really
Apologies for all the times i've bitched in lounge myself, i'm more hopeful that ue4 can give us some low level access to do like what I had in the image above. I'd die of joy and come crawling back.
I have need for an array of references shrugs
Yup for data driven design, not to be confused with data-oriented design
Might want to ask in the cpp channel. I'm not even sure if that's possible or what the tradeoffs are.
I usually touch pointers, unique pointers, or the actual object.
TArray<FVector&>?
I did have some success with pointers but issue is with UThings() not accepting what Im tryin to give em
UHT sucks though, not c++ issue
is that a reference to the vector or the floats within it?
See now that could be something one of us makes a pull request for.
They could be using llvm parsing instead of reading it like a weakling
I'll give vector a shot if this doesnt pan out
TArray<FVector&> probably wonโt work
so far I got the reference going all the way back to everything except the float I feed in
But ye regular would be fine
I tend to be reference heavy in nature too
RESTRICT Is important
If I could be stuffed and had the skills Id just add this under upropertys
is RESTRICT actually important though?
but as it is its just tacked ontop so Im not even defining some of these variables Im wanting to modify
Yea zeb
basically mutators on steriods
I haven't seen a case where adding it actually made the code faster rather than just making it look cooler
Im not rewriting Character Movement Component le sigh
If you want fast code assuming your passing it non overlapping data it makes less branching
why would there be any branches
pls no
void Add(int&, const int&, const int&)
rust is a mistake
rust is overcomplicated alien syntax like "modern c++"
nope
You could have all Parmaโs be the same ref there and the compiler checks if they are before it optimized for them not being such
Night lounge
but with the difference that unlike c++, the subset of the language that lets you do most things without touching that does not exist
rust's syntax is pretty simple
oddest thing is turbofish
let even_numbers = numbers
.into_iter()
.filter(|n| n % 2 == 0)
.collect::<Vec<_>(); <--- ::<> turbofish

people also seems to rely a stupid amount on the optimizer
how do you know what you just wrote will work by adding 2 every iteration, rather than looping over all numbers and checking the condition on each?
you just have to
have to hope for the best?
how can you be sure that your for loop is written into correct machine code?
you just have to trust the compiler
You could test and check the asm.
And repeat and see it's habits.
Compilers have habits.
But they are unpredictable shits to.
It helps if you hand hold them.
translating a for loop into code directly stills results in something much better than when optimization of one of those filters fails
not necessarily
If it's a really small loop there really shouldn't be a loop.
optimizations or rust are done on LLVM IR level
I guess I haven't used rust much but everything I've seen so far has scared me
at least rust takes the record for being able to construct a type more horrifying than modern C++:
where's that from? ๐
this api router
I've only used rocket and it seemed to have better errors
and an overall system
I think there is an open ticket on github about imroving nested types like that
haven't really paid attention
btw, for loop version:
https://rust.godbolt.org/z/EsLWj3
iterator version:
https://rust.godbolt.org/z/EpKpC8
// Type your code here, or load an example.
pub fn even_numbers_loop(numbers: Vec) -> Vec {
let mut r = Vec::new();
for n in numbers {
if n % 2 == 0 {
r.push(n);
}
}
r
}
this asm is too big to be able to see anything lol
ah true
I mean something like for (int32 i = 0; i < Blah; i += 2)
I don't think there are C-style for loops
epic fail if you can't make a normal loop
for i in (0..Blah).step_by(2) {
// Do stuff
}
@alpine fern those high level optimizations is why rust debug mode is unusable
and why rust compile is slow
cranelift seems promising
it doesnt optimize shit, to LLVM is hit with a huuuuuuuuuuuuge amount of generated code and callstacks 20 deep
with a x100 increase in runtime
so yeah, you cant
on my tests
i made a breakout game with an ecs + a 2d renderer lib
breakout
ran at 5 fps in debug mode
it monomorphises everything so I guess that's why the amount of generated LLVM IR is big?
the only thing it did is loop over like 20 entities, and render some quads
5 fps
completely insane
โ
did you try the middle optimization level?
yes
๐
today you can also compile libs as release
which solves most of this issue
middle optimization + libs as release should improve most of it
but holy shit lmao, the sheer difference
in cpp there is a big difference, but its at worst a 10x
on C code its like a x5 difference
on rust is a x1000
it's not even an optimization
more like a pointless high level abstraction
since final code runs as fast as a normal loop
not really pointless ๐ค
but it is
harder to read and understand the algorithm, impossible to debug, slower to compile
I see no benefit
understanding becomes easier as you become more accustomed to them
its not pointless @alpine fern
its like std algorithms
or cpp ranges coming in 20
its about giving meaning to the loop
in fact cpp ranges are inspired by rust ones i think
for 90% of loops, there is likely a range that is 2-3 long that will have it
so when you say c++ ranges
I think of this blog post https://web.archive.org/web/20200222114306/http://ericniebler.com/2018/12/05/standard-ranges/
so instead of a range, you have something like sort().take(3) to get the 3 bigger
or other things like that
this is the thing that will probably be used for unoptimized debug builds in the future https://jason-williams.co.uk/a-possible-new-backend-for-rust
Is that a compiler backend or frontend? Cranelift Bringing this together Benchmarks Footnotes LLVM originally stood for Low Level Virtual Machine but this was dropped as LLVM is no longer a virtual machine and more of a library of utilities. https://github.com/rust-lang/rust/t...
which is about someone over complicating a simple algorithm until it has absolute alien syntax and is totally unrecognizable for no reason besides "now it's more generic!!!"
I haven't seen any actually useful application of ranges so far
generally speaking they give the compiler more data to work with
if you look at the "mortal" side of the lib, its nowhere near as bad
the thing is that extending the lib with new ranges and views is lunacy
due to the extreme 999 IQ template bullshit
but actually using the lib isnt as bad
why would I ever want to write something insane like this
he is basically just memeing there
that exact one is beyond stupid
but he is creating a "infinite" range
its complicated because that "triples" thing is now a infinite generator
he has basically pipelined a bunch of views and transformations into a composed one
also on cpp, you have coroutines, which make creating an infinite range of this much easier
i think its a shame ranges and corouitines didnt merge
when a lot of their use can go together
what we really want
is nice languague with good compiler to machine code
ie
C#
(;
Languague on it's own
without ecoisystem
C++++
is pretty much useless for anything than toying around
rust is on track to being more and more popular
as big ITs are starting to back it
if that's good or not is moot point right now

@solid aurora the more i see the jonathan blow streams, the more hyped im for Jai
specially when seeing the "general workflow"
if you look at his game codebase, jai looks basically like a "less bullshit" C, with some extra niceties
but without going overboard
with faster compile times than C
I;m not I mean it might look nice but it is probabaly not going to get any traction without backing from some big corporation
there are plenty of langs that are made by a guy or two
D was basically made by 1 guy
and without it, you are stuck using notepad (;
and in reality, how many people are using them seriously ? (;
languague without ecosystem is just fancy text you can type in notepad
regardless of how awesome it might be
i honestly think what unity does is best middle ground
they take existing languague and create custom compiler for it
you can still use all the libraries or use subset of it to get maximum performance
or combine both
not really
if only care about specific use case
its no that much different than writing high specialized virtual machine
don't know anything about that so can't really say
not that I write compilers, just have coworkerd who used to do it for fun (;o)
closest thing I've done was a simple interpreter for a toy language that executed stuff like this:
๏ปฟprint "Give a number";
var n : int;
read n;
var f : int := 1;
var i : int;
for i in 1..n do
f := f * i;
end for;
print "The result is: ";
print f;
woo
what we need is a common game oriented language.. COGOL
does the std lib of that language consist of a single function called MakeGame ?
they're called procedures, but yes it has the much requested MakeGame in std lib
eh, it returns a working game so it can't be a simple procedure ๐
C-- i can vouch for being "interesting"
Fun for osdev
It's like nasm, c, and c++ had a baby.
Except C++ wasn't really a parent the child just gets some minor influence form him in the form of classes. No polymorphism though.
Game Linkage Orientated Binary Asynchronous Language.... GLOBAL
Ooooo... it said I was approved to be stimulated...
https://twitter.com/UnrealEngine/status/1251125758916849665?s=20 because you know you want to
Join us for the debut of our new Unreal Educator Livestream Series with an academic look at the tools and best practices for collaboration in Unreal Engine. #UE4
๐บ Today at 2 PM EDT at https://t.co/Iyf7ubY7hl
several notifications later....
To sit amongst Kings, you must suffer the Jesters.
im having a translation brainfart again, what do you call someone who is average at their skill. not looking for mediocre, but more the way you'd describe someone when putting out a job post/looking for work post.
glad I could help ๐
Intermediate, or smart but lazy if they are old and don't care anymore ๐
That's why I always remove the intermediate* folder
๐ช
better to have a pro folder amirite
Prime plus plus
@neon iris henlo! so for who it's the cookie?
I get cookies of course
If linter it's c++ only should be open ar 4.22 without problem at all Luos
If Luos deletes /intermediate
lol
Just remember it
That's just snidey
arse
Would have expected Ubisoft to have owned that subreddit lol
Man I love UE4 C++, working on it all day then VS just up and stops working throwing me stupid errors. Now its crashing UHT
Cuz it'd be too much to ask to have a coding environment thats stable
I bet you need to add a semicolon somewhere stupid
That usually gets UHT to comply
nah its not that, VS intellisense is giving me errors for all the UE4 stuff
the squiggly lines are telling me VS is fucked
Vax or resharper is what you want
dude
VS is telling me its broken, the highlighter wont fix it
if it doesnt recognize the UE4 macros its not generating code properly
Yeah wasnโt kidding, turn it off
yeah if it were that simple, now I gotta go through the 20 step process cuz anal technical twats
its funny how the first thing that is recommended for VS is shut off intellisense and pay for an addon and its sad but its correct lol
funny how turning off intellisense did nothing to solve the issue
That log is in the VS output
It is funny yeah. Idk how intellisense could get it so wrong
What does that line have mons?
Of UHT parser
Its actually been bang on the money all day, cept for when it stopped recognising UE4 macros entirely
Im gonna have to make a new project and migrate over
Nah just figure out what UHT is asserting on
yeah every macro is broken
Im not seeing any bad syntax
Ive removed 2 classes entirely it was telling me had issues
Well I managed to get abit further, its actually attempting to compile now not just spitting it should be a USomething somewhere maybe up there in the sky near supermans jock strap
You want to know how many times I crashed Unreal Scripts compiler? 0, never
Weโre you working with the cpp side of unreal 2? Lol
KISS principle really works especially in software
Ucc was death
you act like I have a choice
I wouldnt be touching cpp side of anything if there were a more stable text scripting language
Its why I went to Quake 3 engine instead of going to Half-life
and you know the one thing that got in my way since early on in UT modding was the pawn movement, same thing still getting in my way even in C++ so wheres the evolution in the past 15years?
Its like asking someone to just rewrite AIController in an arvo
You'll have to forgive my tone but the extra complexity does nothing but get in the way, its not useful to me in the slightest. Maybe if it somehow saved me time but it doesnt, its slower in every way except runtime execution and even then you just hit crash bugs alot quicker
So while people debate academics of things like ECS, Im sitting here wondering where the practical solutions are for people writing games not piss farting about with their thesis project
Dont even get me started on the simple shit like the transform gizmo
clearly made by someone who doesnt use DCCs
lol
but woo look I can make my C++ look purty
idk i'm a fan of c++, the tooling of uht is painful though
but i'm also someone that uses templates everywhere
thought process is usually: start with an enum, specialize every damn value to a struct template
I got nothing against people who enjoy C++, I just dont like being forced to use it unnecessarily. I mean if its so good why does the transform gizmo still suck ass? Maybe because its about more than ones proficiency to write performant code aye
Not saying thats a bad skill, its just one of many
Its why Doctors have specialties, not everyone does neuro surgery or podiatry, sure one might be more glamorous but both are equally important
What is the problem with the Transform Widget? Based on my experiences it functions similar to all other ones I have used.
C++ is basically the Jeff Goldblum to game designers Sam Neill
It only really works well from one angle, 3dsmaxs flips based on view angle and it scales... infact its better in every way to the point using UE4 is frustrating
but ofcoarse anyone who uses DCC apps should have seen a better transform gizmo since UE4s is as barebones as they come, I think Milkshape 3ds is better from memory
well its a standard tool with 3 modes or you can turn on the all in one widget. I've never had an issue every using it but I dunno maybe its just me
but ofcoarse its my problem like everything isnt it cuz no one else sees it
You are lucky because you can use C++17 pat, what if you would be stuck like 3 editions below? Would you be happy with C++ too?
lets just sweep it under the rug
well you do have the ability to change it to however you want if it's that bad
like we do with all the broken basic features in the engine for years on end
No I dont because Im not a C++ programmer
this seems like a PEBKAC issue
even if I were a good C++ programmer the ability isnt enough
But is transform gizmo a programming or design matter though ?
and blocked, Im not going to be told genuine concerns are user error
cockles
Its that type of attitude which leads to the dodgy software we use every day
sorry Im too important to listen to you USER ERROR
plays more candy crush
I will admit my error with VS seems to be created by me but this is my whole point about not wanting to be forced to use a language Im not up to the task of using. I have no other choice, you either have the ability to do C++ or youre out, theres no other way
Ive spent the better part of 20 years learning it and I still suck at it so drive doesnt count for shit
๐ฟ
Just so over it aye, everything is 20x more complicated than it has to be even getting someone to look twice at the transform gizmo
Oh you know what we should write some documentation but lets all disagree on font size for our documents that'll be fun and productive
@pearl elk would you like a hug ?
Id like a break
i hear ya ๐ฆ
========== Build: 1 succeeded, 0 failed, 0 up-to-date, 1 skipped ==========
Im not even gonna bother, Im rage quitting for the night
looks like she experienced some user error
ouch lol
Problem is between couch and a tree
problem is the tree is a C++ class
those arnt ornaments only pointers to ornaments
and he's giving her a reference to a tree
at least it wasn't pointer to a pointer
Mons, whats wrong with transform gizmo though? Maybe I haven't felt it, and once told, won't be able to live with it anymore ?
at certain angles you have to move the camera to get it to work
I come from 3dsmax where the gizmo works where ever you are
it has customisable scale settings for upper and lower bounds so when you get too close it shrinks and too far it scales up. UE4 does abit of this with 1 or 2 of the gizmos but they are all seperate and not cohesive like maxs, they all share the same functionality
Should not have asked. Awareness of this fact will haunt me from now on.
you can adjust the handle sizes independent too, so the axis vs the planes
most annoying is the angle limitations though
like 1/3 of the time i have to tweak the camera a bit before i can properly use it
Its usable just not comfortable, its like going to a painting app where you have to use ctrl+/- to zoom instead of scroll
Im sure if there were an easy delegate to replace the gizmo someone woulda done it already
See I know enough C++ to use a hook like that not to create one, the engine code is just a monster and I wouldnt know where to start
Splines have an even worse interface, people bag Autodesk and Adobe but their tools and palettes are top notch in comparison
i've copied blenders 3d cursor system, for the transforms i have a editor umg widget in a side panel where i can touch and drag to change it
Unreal is definitely not on the KISS side of things.
Thats not a bad solution tbh using UMG
Well Unreal is a huge engine, it does require complexity but at the same time if you dont want or need the complexity it shouldnt be forced on you
Its not just C++, BP can be quite complex and frustrating, lots of the systems can be because of the pure amount of data you have to dig through.
I use the term dig lightly too, if we were to use a sense of scale it would probably be more like excavating the lower stories of a skyscraper in Dubai
anyways thanks for listening to me ramble and letting me vent abit
you could make this into a weekly/monthly series, i'd subscribe ;P
podcast. Maybe a stream. I'd join.
it's kind of therapeutic listening to others vent and rage about shit you relate
im not a fan of the gizmo either
usin a mouse to drag stuff in 3d space sucks period ๐
but yea the coord gizmo is bound to the camera angle
horrible
i often drag it 3000km away and sometimes i try drag it back instead of controlZ
there should be a max on what u can drag it in 1 go ๐
i usually drag the number box now tho
Does anyone know if you can share a link to a ue4 learning portal profile? i want to show off some achievements.
awww ARTv2 seems to be completely down
download is gone and documentation page has been suspended
@signal citrus u doin that dolphin thing right?
u should try animatin it usin physics on low grav ๐
let the tail spaz out pushin a cube forward and record it ๐
they look kinda unrealistic irl when they do a backflip
cuz their front cant curve up i think
Yeah they aren't super flexible lol
watching the blender tool stream, something poped up in my mind
woraround for completely broken ๐
u keep the rig with bones sticking from all sides
We do a lot of custom animation nodes atm
than u weitht another skel and drive it with the sticking out rig
and physics for buoyancy is fairly complete https://youtu.be/hY0jRfxPYnc?t=34
ahh cool ๐
a lot going on, and we're relying entirely on physx, though doing a lot to calculate tensor and com every frame
pretty good something still a bit off tho
yeah its a process for sure
but thats also not hand keyed just for the cinematic right?
that is me recording myself with sequence recording while swimming around in game and then making a cinematic camera follow myself yeah
camera is keyed, not the dolphin in any way
yea thats a lot harder to get right ๐
ye lol
mocap? ๐
lol nah
Dolphins are weird
https://bubblepony.com/2019/12/dev-update-both002/ most stuff is simulated
we've got a set of 3d muscle torqueing poses we drive with a custom anim node
actual produced movement is simulated for the most part
rotated capsule ๐
ye, we do a lot to that capsule though lol
the spheres make up that capsules center of mass, and then the inertia tensor as well
so the capsule really just acts as 'thing that hits stuff'
dont u think anim dynamics and distribute rotation would work better for the tail?