#lounge

1 messages · Page 846 of 1

lapis pike
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Ok course i was meaning for working with unreal engine and 3D software

dense storm
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anything with decent core count, 3800X, 5800X, 3900X 5900X, etc. Theadrpper if you have the budget

median wraith
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my CPU is having problems since a week and I'm having absurd compilation times, featuring 5h today to package a project with just some materials

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that or the engine is foked

humble remnant
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I noticed that engine gets built when you package for a new stage (Development/DebugGame/Shipping)

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Also was it you who had UE4/project on an HDD

median wraith
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is on SSD

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is the main one

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VS + Engine + Project all in the same SSD

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taking thr whole day just to package

humble remnant
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Damn

tulip cedar
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Can anyone recommend a high end windows laptop($3-4k) they use for UE4 development? I've been spending way to much on macbook pros over the years and they're becoming more and more of a nightmare to develop on due to plug in capability issues (and many others), and I hear bootcamping is just foolish due to driver probs.

soft night
carmine frigate
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@tulip cedar get a 2k pc and a 1k notepad 😛

tulip cedar
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I'm on the road 99% of the time

fresh heath
unborn lotus
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@tulip cedar take a look at the new asus line with 5900 ryzens, 3060s or 3070

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I like the flow x13, only 13 inch

tulip cedar
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@unborn lotus thanks a bunch will do

dense storm
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eminem needs to take this guy on 😄

fallow finch
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when you dont smoke

tulip orbit
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Looks good to me. ship it.

dense storm
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better than what i could do 😄

zinc matrix
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anyone else looking forward to this? https://www.youtube.com/watch?v=xYjcDFrnN5E

IGN

The devs explain GigaBash's multiplayer arena-brawling gameplay mechanics in this trailer. GigaBash features destructible environments and characters inspired by classic monster tropes.

Thanks for checking out gamescom 2020 on IGN. Be sure to visit IGN from August 27th through August 30th for the daily gamescom 2020 stream to check out shows l...

▶ Play video
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been a while since we had a good kaiju fighting game

humble remnant
fathom wadi
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how did you sum that up?

robust gulch
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I have found a new hobby

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Collecting figures on Quidd

zinc matrix
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Im surprised people liked the sounds, I didnt give them much thought.. was so focused on the visuals and getting the lightning to work

@dull blade I know what you mean. What people like doesn't always correlate to what received the most development. That said, I was surprised how much audio added to my project — it really is critical to immersion.

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I'm planning to use at least basic sounds for most features moving forward.

dull blade
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oh ya adding sounds def motivated me to upload the test video, adds an entire mountain worth of immersion 👀

zinc matrix
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Most of my experience is with web software, where audio is mostly an anti-pattern.

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So I guess I wasn't used to thinking about it, but wow it's awesome!

dull blade
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im a sucker for visuals though, but I do require some good audios since my ears are a bit sensitive.. certain things can actually cause pain 😆

zinc matrix
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I've been experimenting with video production, and it's the same deal — audio is so important.

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And bad audio instantly ruins even the best visuals.

zinc matrix
dull blade
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those will come soon O. O

blazing pendant
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You gotta love how this is possible now lol

glad osprey
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The idea might be common......

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But u rlly cant stop someone from cloning ur game

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U have to try to make it the best original u can

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Try to make it unqiue if u can

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Pubg wanted to sue the other games but they couldnt battle royale was an idea way before pubg so ideas rlly cant be copyrighted

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Rlly not a seasoned dev,some ppl will know the answer to that question doe

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The only real copyright issues that I see would be using none open src assets or src code that arnt under a gpl lisence

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Do not ever

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Ever

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Use the same name

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Ull have devs of an abadoned buggy game emailing u for a copyright issue

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Lool dont

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Just dont

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Tons of prying eyes here👀

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I think do a simple mind map of what u want it to be first

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Then ask around abt how to design the game around that concept in regards to coding and lvl design

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Yeh gud idea

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But if ur game isnt going to be rlly graphically intensive use a simpler engine like godot(if u like)

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Well its capable of 3d but i didnt know u were speaking of it in a 3d context xd

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It would feel weird for soe but if u can pull it off hey,hats off🎩

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I dont rlly use unreal ive only joined recentley

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Yeh godot was a blast but unreal is the $h!t

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Yeh heard of him

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U in game design?

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Ah gud

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Im not in gd just normal ol boring CS :/

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That is how it seemed to me at first too

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But yeh Cs😬

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I mean its gud an all but it aint game design🤷‍♂️

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Visual scripting can be a limiting factotr in terms of mechanics and performance

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It would actually help newbie coders

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Studying the src code if blue prints might be like an already existing template for a mechanic which u can add upon using standard C++

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Ofc excpet c++ is a pain......

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Well.its limiting compared to standard C++

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As using C++ is alot more linear in terms of not bloating ur game and better customization of said src code

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But if ur game's simple just use blueprint and save urself some time

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Some indie games were made using unity bolt and became best sellers.at some point

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Yeh viusal scripting may be simple

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But dont under estimate it's usability

unborn lotus
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scrabble battle royale? 😆

glad osprey
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"Speed runner reacted Meep Meep"

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Im pretty sure there is room for such a game on steam

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There is some weird ass stuff dere

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Im talkin abt the random free games ....

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Yeh u can opt out of a publisher but itd be bad for business

unborn lotus
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you'll probably sell a lot more on steam

glad osprey
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Alot of ppl consider epic chinese spyware

unborn lotus
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you get even more money

glad osprey
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But normal users could care less

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Yeh but they both get a big chunk of the profits

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But if the game sells well

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Ur in for a ride

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Its still bring business to the table either way

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The epic launcher is ezy to use and has freebies

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Btw rage 2 is free

tidal ivy
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growth from year-end 2019 to 2020 was also negligible despite tripling the number of given-away games :/

cursive crypt
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There are so many marketplaces nowadays. Maybe they need just more time and marketing :)

carmine frigate
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I doubt the store is running up a loss tho

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its 100% a good idea to start a store when so many ppl allready use ur launcher

median wraith
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were about port an old game to android but Godot still crude and Unity welp is Unity

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and for 2D UE4 seems like a nightmare

tidal ivy
carmine frigate
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well fortnite doesnt sell in the store

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i doubt the running cost and free games are super high tho

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and exclusives is more of a guarantee number of sales so doesnt really cost

median wraith
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lol

carmine frigate
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i didnt look at the statistics tho

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but the overhead of puttin a store on their launcher seems super low compared to possible gains

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they were bound to put more people on that someday

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you have to realise these days users are not the customer

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they are the product

tidal ivy
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EGS made $265M in 2020, but also gave away 750M games

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the average spend per user, excluding fortnite, is about $2

ancient hornet
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well that's not unexpected

tidal ivy
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so the real question is whether the store's annual costs per user amount to less than $2 (probably, if those users are not very active) on average combined with the cost of the giveaways

ancient hornet
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with how aggressive they were to bring in users with free games 😄

tidal ivy
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hehe

ancient hornet
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the average had to go down 😛

tidal ivy
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the worst part is the growth; in 2019 they gave away about 250M games and made about $250M, then in 2020 they gave away about 750M games and made about $265M

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growth was about 2% in terms of revenue... but the cost of user acquisition basically tripled to get them there

foggy path
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the active user count is probably the key there tbh rather than the actual cost of acquisition at this point

tidal ivy
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(in real terms it probably did not actually triple, since of course they're not paying out per copy)

carmine frigate
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nah those free games they prolly get a good deal on a game that lost traction

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a friend of mine bought civ6 on steam after it was free on EGS and i was playin it with some1

tidal ivy
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poor bastard :p

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terrible game

carmine frigate
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so they kinda fucted up that deal 😛

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nah its an allright game

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anyways that giveaway can also boost ur sales when its over

foggy path
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yeah Civ 6 is fine... they tried to mix up the formula a bit which I get that not all Civ diehards will like

tidal ivy
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they didn't mix up anything

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it's all copied and pasted from Civ 5 / Civ BE

foggy path
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I mean the whole city building thing is totally different than before...

tidal ivy
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the district system was badly copied from Endless Legend

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and it was awful

foggy path
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I thought it was neat

tidal ivy
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it doesn't actually work

carmine frigate
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than 750M giveaways and 265M income aint that shabby, lot of tech stuff is 100% red for years just try to build userbase

tidal ivy
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they had to cut half the features out after release because it was impossible to understand, lol

foggy path
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heh, I wouldn't know since I haven't really played it that much but the few playthrough I did were fun enough

foggy path
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I say they bring back the FMV advisors from Civ 2, now that would make Civ 7 amazing

tidal ivy
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annoyingly both are labelled "2020", made last years stats really hard to find, lol

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almost 0 growth

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especially given all those $10 vouchers they've been giving out etc :/

carmine frigate
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yea that might actually press it down tho

foggy path
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it's pretty hard to compete when steam has the market effectively cornered

carmine frigate
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clearly 100% focus on user growth atm

foggy path
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lack of steam crossplay in multiplayer titles is also a big no go

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(some do have it but not all)

carmine frigate
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concurrent users would say a lot more

tidal ivy
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they don't release that stat, annoyingly

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but I gather concurrent users has been declining (largely because Fortnite has been declining)

foggy path
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Number of users that spend any money would be interesting

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because if that's growing then that's good

tidal ivy
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that's included in there

foggy path
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oh was it

tidal ivy
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108M in 2019, 160M in 2020

foggy path
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Well that's not bad then

carmine frigate
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nah thats just as important as users on discord spending money

foggy path
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how so?

tidal ivy
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it's an increase of about 50% which is alright, but each user spent less on average, so it's also bad 😄

carmine frigate
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but that might be the Xmas games and stuff

tidal ivy
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I suspect it's because of the voucher

foggy path
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perhaps, but the barrier to getting people to spend money is the biggest one... those who buy once are likely to buy again

tidal ivy
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also true

carmine frigate
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totally true

tidal ivy
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though that there's no money being made implies they aren't coming back

foggy path
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could be

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I think I've only bought Satisfactory on EGS :P

tidal ivy
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I've never spend a penny, lol

foggy path
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and that was because it was in early access there first and that's it

tidal ivy
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Satisfactory is the only game I've played through EGS, but I'll probably buy it on Steam in the end

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pretty sure I'm a hefty net loss on EGS as a user, lol

foggy path
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How'd you play it on EGS if you didn't spend money? :P

tidal ivy
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I got it for free

foggy path
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Oh of course lol

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Well it has Steam crossplay so there's technically no need to buy it on Steam again :D

carmine frigate
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ow yea, the link of accounts , ubisoft and stuff is completely broken for me

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i cant play those games for some reason

tidal ivy
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I can buy it on Steam so that I don't have to use the Launcher

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and so that I can still play it when Epic effing login service goes down, lol

foggy path
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I think you can add it to steam as a 3rd party thingy and it'll happily launch without EGS iirc :P

tidal ivy
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not sure about that, but worth a try I guess

ancient hornet
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with crossplay? doesn't the game need the launcher for auth info?

foggy path
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No idea tbh

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I just seem to recall it does start without the launcher being active but maybe I'm misremembering

tidal ivy
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need an Epic account, but don't need the launcher if you have it on Steam

foggy path
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well I just tried launching it from GOG Galaxy and it launches fine without EGL booting up, including logging into my Epic account

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Disclaimer: Not sure if GOG Galaxy's EGS integration does some magic for it

ancient hornet
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if it does, that solves partially the "not using the Launcher" without having to buy it again on Steam 😄

carmine frigate
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I am an EGS believer

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it wont stay crap for ever 😛

foggy path
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it launches my games fine so I don't really have issues with it ¯_(ツ)_/¯

tidal ivy
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it takes about 4-5 minutes to load my library and the interface is terrible

foggy path
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wow

carmine frigate
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its crap for what it does

tidal ivy
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aye

foggy path
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yeah it does make me wonder if this is really the best they could've done with it

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and how much internal politics was involved in the ridiculous idea to use UE4 to run it...

tidal ivy
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mercifully it's on an SSD now, but it also used to lock up my machine totally when installing things

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throttled the hard drive

carmine frigate
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i think they position might be better than valve when software becomes equal

foggy path
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at least it's not as bad as steam was back in the day

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the entire steam friends system was down for probably a year when they reworked it because it was so fucking bad lol

tidal ivy
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yeah, but it's also a false equivalence, because it isn't releasing in 2004, it's releasing in 2018

foggy path
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yeah that's true lol

tidal ivy
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I want it to get better for sure, but it has to complete with current competitors, not with whatever they were a decade ago 😄

carmine frigate
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its a rushed push , due to opertunity

tidal ivy
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it's not helped by Epic generally being very slow to develop

foggy path
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it's bizarre seeing forum threads about lacking documentation from 5 years ago and they still don't exist

tidal ivy
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meh, it's right up there with seeing Niagara demos in the Unreal Engine 3 days and now we're around the corner from Unreal Engine 5 😂

foggy path
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:P

carmine frigate
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ow yea, and 10 years back they said they can hook up cameras to blind peoples brains in 5 years

deep glen
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hehe, i remember talking about niagara back when ue4 had its first gdc

median wraith
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I mean Niagara has been released 1 year ago wasn't it ?

tidal ivy
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Niagara is 'released' now, but has only very recently become stable enough to ship with

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I don't know any games that are using it except Fortnite

carmine frigate
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paragon

tidal ivy
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I don't think Paragon was using Niagara?

deep glen
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there are a few, but most of em are still in the works/ue5 stuff

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and paragon used niagara near the end

tidal ivy
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yeah, there'll definitely be stuff in the works by now

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heck, some absolute madmen might even be trying to use Chaos

carmine frigate
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stuff gettin build with niagara in center

median wraith
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🤖

tidal ivy
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that said, I really want to do a project that just goes apeshit with Niagara and Fluid Ninja at some point

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just because shiny

deep glen
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same XD

median wraith
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Fluid Ninja is using render targets ?

tidal ivy
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uses render targets but can bake into sheets etc

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haven't spent a lot of time with it, so don't know all the specifics

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they had a really nice raymarching demo at some point too

carmine frigate
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raymarching is dope, i like it better than raytracing 😛

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from what i seen

median wraith
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raymarching got me lost

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wait people pay this amounts for grass

median wraith
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XD

carmine frigate
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how does it look?

median wraith
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good I bet, it helsp with rendering

carmine frigate
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Houseki no Kuni has the best grass 😛

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that i ever seen in digital stuff

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also one of those pixar (i think) movies

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grass often takes a lot of screenspace so worth puttin some effort in

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we will see what workaround ppl wil come up with for the unlimited polygon stuff w/o vertex offset

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i think polygon flipbooks or something wil be a thing

deep glen
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perhaps a rewrite on how vertex offset is done on gpu is enough? (sure, make it sound easy you derpy non-coder nub)

carmine frigate
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i cant wait to drop a billion poly in a scene 😛

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if you can flip visibility on off u can allready do a lot of stuff

stable gull
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when is ue5 releasing again? they said early 2021 right? any news?

carmine frigate
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expect it to be barely usable when it arrives

deep glen
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generally if there is any news you'd see people discuss it everywhere

stable gull
cursive crypt
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nah, mods will be silent

tidal ivy
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that's more or less how the water effects were done in Man of Medan

carmine frigate
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isnt that called morphs?

tidal ivy
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no

deep glen
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nah, just mesh flipbook

tidal ivy
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we drove mesh geometry using a flipbook texture

deep glen
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quite common-ish in vfx

tidal ivy
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pretty cheap to do, so long as you have good tools to bake it

cursive crypt
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vertex anim? 🤔

tidal ivy
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kinda, yeah

deep glen
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nah separate meshes combined into one

cursive crypt
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So, anim texture per submesh?

tidal ivy
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it's just a material doing offsets driven by a flipbook

cursive crypt
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ah ok

deep glen
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  • then just vert-collapse the non-seen mesh-bits
stable gull
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i remember seeing a mesh sequence cache modifier somewhere and it replaced the mesh each frame with a different looking mesh from files, also supported alembic stuff, i think in blender, i don't remember details

carmine frigate
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hmm that1 is kinda sick

stable gull
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yeah pretty good

fathom wadi
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thats awesome.

pearl elk
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that is definitely a lie

humble remnant
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You mean that rubber ducky has failed you?

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Ohno

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Oof

glass comet
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funny comment on a cherno c++ vid

fallow finch
dense storm
fathom wadi
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love that one. It's just right 🙂

dense storm
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heh

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this one is so true to me sometimes:

bronze axle
deep glen
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NOOOOO

fallow finch
solid aurora
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landscape went crazy

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move something and bake 1600 landscae textures

glossy stone
#

NASA’s Perseverance Mars Rover safely touched down on the Red Planet on Feb. 18. So what will the robotic scientist "see" on her descent and what will she do next? Join mission experts for update about the rover – the biggest, heaviest, cleanest, and most sophisticated six-wheeled robot ever launched into space – including imagery it captured an...

▶ Play video
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T-8 minutes for landing video

obsidian notch
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Can someone ELI5 me on how Multiplayer games are economically viable? Since each user has to use network resources / bandwith, this gives each user a cost per hour of play. Most multiplayer games are either Premium( single payment, full access) or Freemium ( free to play, plus microtransactions). I understand how Microtransactions aid in this cost, as users who player more are more likely to spend money in MT, fulfilling that Cost per Hour of Play. However, in a Premium model, a user who plays 90 hours of the game( using a lot of network resources), would not generate any more income past the initial purchase. Wouldn't this mean that there is a point at which a user of a multiplayer game becomes un-profitable or a loss, since the server costs for that user exceed their initial game purchase. Or am I overthinking this?

fringe sundial
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@obsidian notch you make your game use P2P networking (like COD does) and then your server costs are very minimal

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and if you do the networking well, you can absolutely pay the cost of the servers no isue

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with a 15 euros per month relatively cheap server you can likely host enough for 20-30 players

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so we can say cost-per-player is less than 1 euro per month, assuming the player is playing 24 hours a day

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on premium games its really not an issue. You can always nuke the servers anyway

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its more of an issue on F2P games, as average $ per player can be low in there, and then it might not cover server costs

fresh heath
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That's how most first-person shooters used to work

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The developers only hosted the master server that kept track of users' dedicated servers

obsidian notch
fluid bloom
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back in the good old days all games gave away the dedicated server binaries

obsidian notch
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Not doing any Networking projects anytime soon, but thanks for the input everyone. The economics just confused me!

fluid bloom
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I don't understand why games don't ship with dedicated server binaries these days

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can anyone think of a reason?

normal prism
glossy stone
normal prism
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Next time 😄

glossy stone
fluid bloom
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did they test the heli/quad/whatevercopter yet?

glossy stone
cursive crypt
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It's official. I switched to team Red. Goodbye Intel & NVidia 👋

fresh heath
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Blue and green

cursive crypt
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Teal 🤔

fresh heath
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I'm team yellow

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Because I mix red and green

cursive crypt
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What is Teal then? wtf, my world

median wraith
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Aqua

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fight me

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what the hell is that witchcraft

fresh heath
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If only real-life bananas could randomly duplicate themselves

clear shore
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This a crappy floor plan of the map for a possible tech demo of my game, trust me, it's really crappy and childish-looking.

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actually should I put it here?

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oh yeah, i did. should it be rated?

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on a scale of 1 to 10, how does it look?

humble remnant
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At this point I can't be sure since every single AAA game is going the way of a live service

regal pecan
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DLC rights management

whole umbra
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Whats a good laptop for unreal engine 4

solar nebula
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@whole umbra the best laptop for unreal engine 4 is a desktop computer with at least 8 GB of RAM

median wraith
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I feel like an incompetent using niagara for first time

humble remnant
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Niagara is deffo more complex than Cascade

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But once you get used to it you can make hella better effects

fresh heath
humble remnant
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Kind of a safety concert ainit

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But that's Russia so

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Who cares

foggy path
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Garage 54?

broken sigil
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I watch them lol

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together with the stupid ideas they pretty funny as well

clear shore
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where can i request someone to make a custom map for me in UE4?

broken sigil
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take a look at the job boards, first take a look at #instructions to see how to use them

clear shore
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got it.

broken sigil
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yeah haha

dense storm
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It seems they’ve been trying for ever
To find x, y, and z
And it’s quite clear to me:
If they’ve not found them yet then they’ll never.```
humble remnant
rare sparrow
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I just got a DualSense controller as a replacement for my DS4 I've been using with my PC. Dang this thing is nice. I tried out the adaptive triggers thanks to a little program someone put on github. It makes me wish PC games would support the adaptive triggers

broken quiver
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everyone knows about trello/kanbans but im always annoyed with these. Does anyone know of a similar planning/tasking thing that uses a tree structure instead?

unborn lotus
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@broken quiver mindmap apps?

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Look at miro

broken quiver
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hmm, ill check it out

median wraith
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Someone told me about move my audio system to the last versions cuz they added the new audio etc systems

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but it seems like UE4 new audio bakes stats per project track into metadata

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so isn't useful to me 🤔

median wraith
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It seems like niagara fails at execute on packaged builds with the audio modules

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hey its a free Poll

pearl elk
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Im trying a poll free diet

tribal kraken
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yeah, unfortunately we just found out about the limit, sorry everyone, we'll be hosting the poll on our website today hopefully

median wraith
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niagara Oscilloscope is broken so reported it

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in other hand managed somehow to import audio in this version, except for ogg thats taking me a bit more

pearl elk
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ogg = original gangster goat?

median wraith
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xd

carmine frigate
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i see some1 use winamp recently, blast from the past 😛

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classic skin even

pearl elk
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really whips the llamas ass

carmine frigate
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yup

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it still does what it did

pearl elk
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I moved to Media Monkey for awhile cuz it detected my library quicker than Winamp

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Now I just stream mostly

carmine frigate
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VLC

median wraith
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I think will pass from the 4.26 right now, the oscilator is broken and other things missing

carmine frigate
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also i have no idea when i dropped winamp

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or for what

median wraith
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in other hand I managed to import all directly to that system

pearl elk
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searching online became quicker than searching my local audio library

carmine frigate
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yea that must be it

median wraith
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lol

pearl elk
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no way Im storing media on valuable SSD space 😛

median wraith
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I'm the only dude with local music yep

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noticed it on the app release

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except on phones where the people tend to have it downloaded

pearl elk
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I bet you have an old Bic pen you use especially for rewinding your mixtapes 😛

carmine frigate
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u have a person playing guitar outside ur window?

#

lol yea that saves battery power, and all the good songs are on side B

#

if only they added more sides to casset tapes storage problems would be over

pearl elk
#

thats why you record side B twice 😛

#

thats why theyre called B Boys

carmine frigate
#

you can make somethin g that plays casettes or records with super low electronic skills while mp3 u can never play from scratch

#

just like FM radio

unborn lotus
carmine frigate
#

oldschool tech rocks

pearl elk
#

I had a slip of the mind earlier, I asked someone to remind me tomorrow to set my alarm

#

Then I realised, oh yeah I can set an alarm for it in advance duh 🙂

#

Its okay I got the VHS set to record X-Files tonight

ancient ingot
#

mm Gillian

carmine frigate
#

lol the timer on ur VHS is most def wrong

pearl elk
#

yeah I got to set it to record 15mins before and 30 mins after just incase

#

because the TV schedule isnt always right either

carmine frigate
#

back in those days all digital clocks were off , and nobody knew how to set em

#

it was anarchy

pearl elk
#

I was like the digital clock kid lol

median wraith
#

tell me the best mobile minigames this days

#

lol

carmine frigate
#

snake

fresh heath
deep glen
#

XD

pearl elk
#

Jeez Drs just arnt getting paid what they used to

foggy path
#

lol

#

why do I get the feeling it was just someone wondering "I wonder if that would work"

#

because if I had endoscopy equipment and a vending machine it definitely would be

carmine frigate
#

yea i would install tetris on that display and it would spit out everything on 10k score

#

some of em are fairly easy to hack or have a service code

#

download the instruction manual and look at what the default code is

#

those machines stole more from me than other way around 😛

pearl elk
#

You havent lived if you havent got your arm stuck up inside a vending machine

carmine frigate
#

yea fight the machine

median wraith
#

nice OBS decided don't record the audio when I wanted on a stream it won't be repeated

#

gg

tidal haven
#

oh. can you share a picture? ^_^

median wraith
#

In love with google

#

search me total unrelated music

#

gg

#

I'm trying to figure one word from the whole sentence

#

but google keep giving me unrelated music

#

😂

carmine frigate
#

try nananaaaa nananaananaaaa

median wraith
#

jesus

#

if I pass you the video I recorded

#

maybe you can tell me what song is

#

tell me what song is that

#

I were trying the stream music from radios

#

the audio is too low

#

oh there you go

#

an audio music detector worked lol

#

the video is a record from the engine yeah

#

But I just wanted to know the track name

#

ohhh the lyrics are

#

"Goin' 'round and 'round"

#

cuz if you search for going around and around won't spot

#

nice google eat....

fallow finch
#

Why the Fish doesnt looks like A spoon ?makes_you_thonk

median wraith
#

used midomi

tidal haven
#

WOOOOOOOW sooooo much snooow

median wraith
deep glen
#

lol

median wraith
#

can someone tell me the F3 and F4 whats the normal view and what the other ?

normal prism
#

abnormal view

median wraith
#

oh F3 seems Lit and F4 light

cursive crypt
#

OneDrive is like a damn virus, can't get it out.

fresh heath
#

Their gamepads even have official Linux drivers

#

So why not

carmine frigate
#

i doubt it

zinc matrix
#

superior full dynamic lighting! ue5!

zinc matrix
#

❤️

#

anybody has a list of things ue5 will be do better with LUMEN than before in ue4 ?

quiet narwhal
#

everything lumen does?

tidal ivy
#

Lumen is better for largely static scenes with slow moving objects; like the ones demonstrated in the demo video

#

but it's a temporal effect which means it's useless for stuff with fast or high frequency movement

#

fast cameras in particular would be a huge problem

#

I can imagine foliage rendering will also have issues

zinc matrix
tidal ivy
#

that would be one such example

zinc matrix
#

but not fps walking/running stuff right?

#

in racing games you can hide it with blur tho

tidal ivy
#

that would probably depend on the game

foggy path
#

variety of things can have fast movement, even rotating

#

blur is not really a very good fix

tidal ivy
#

you can't hide incorrect lighting with blur, really

zinc matrix
#

but the woman in the demo is flying with high speed

tidal ivy
#

and that whole section looks like ass

#

the entire screen is just one greasy smear

zinc matrix
#

wait what

tidal ivy
#

obviously it's a youtube still, but:

#

A) most of the scene is in shadow because you're moving towards the light source
B) the extent of the blur is so high you literally can't see any detail anywhere in the image

#

this still has a lit section, but it's still pretty awful:

#

the facade of the building on the left is catastrophically badly rendered

#

everything on the right is just one glob of colour

#

and for a fair comparison, from the same video, when the camera isn't in motion:

ancient hornet
#

Lumen will be amazing for UE4 Editor 😛

#

even if you don't really use it's effects ingame

zinc matrix
#

ok so seems like only fast paced first person shooters like csgo are unlucky

tidal ivy
#

alternatively: less close up

#

you'll notice there's almost no foliage, and the fluids in the video that are present are really, really bad

fathom wadi
#

That it. My next game is getting made in Dreams.

zinc matrix
#

foliage in ue4 generally lacks performance*52

fathom wadi
#

foliage should be fine unless you dont optimise for it

quiet narwhal
#

keep in mind we are only seeing this as is in a pre produced product that is going to be over a year old by the time this comes out

zinc matrix
#

GI is hard to show without a comparison, a rocky scene with no foliage makes GI pop better.

fathom wadi
#

also keep in mind, the world ain't game devs and this will fool the majority into it being more than it is

zinc matrix
#

I tested DFGI a lot back in the day (used for medium level detail for lumen) and it was better than high res LPV

fathom wadi
#

I assure you that you didn't do everything then. Unless you simply overloaded the scene

ancient hornet
#

I don't really see problems in UE4 performance with folliage

fathom wadi
#

trying to get a style etc

ancient hornet
#

that isn't issues due to the fact folliage is hard on the GPU

zinc matrix
#

I'm sure really high velocity stuff will be awkward due to the nature of how DF stuff is handled, but it wasn't bad back then, and it won't be bad now

zinc matrix
#

dfgi used to be a thing waaay back

#

can't remember the version numbers

fathom wadi
#

Thats not my point. I said the foliage isn't the problem

zinc matrix
#

it performed badly for ps4 era though so it was shelved

#

only the heightfield gi survived

fathom wadi
#

Its fine for case but if your case if not optimised properly, its gonna feel like its the foliage

zinc matrix
tidal ivy
#

SVOGI was shelved because it didn't run on the XBOne - but it was cut already before we hit 4.0

torpid star
fathom wadi
#

did lionhead ever sell that on?

#

it was lionhead right?

zinc matrix
zinc matrix
#

its not sensible to have that

fathom wadi
#

have you ran profiling and insights to see where the issue lies? (presumably you have so sorry if thats the case)

fathom wadi
#

shader complexity?

zinc matrix
#

nvidia later reintroduced svogi but no one used it

#

complexity is fine. as i said its optimized foliage

#

so epic was spot of for removing svogi

torpid star
#

does anyone have a screenshot of UE3.5?

zinc matrix
#

everythign was GREEN

fathom wadi
#

@torpid star I have the september UDK from 2010 if that counts 😄

torpid star
#

let's see!

zinc matrix
#

are you using the z buffer thingy for the foliage?

torpid star
#

I'd love to see how the engine looked transition from 3 to 4

zinc matrix
#

that can improve performance drastically iirc

zinc matrix
zinc matrix
fathom wadi
zinc matrix
#

it is early z pass under rendering. If you have a lot of (A LOT OF) masked foliage it works wonders

torpid star
#

so why did they get rid of DFGI?

zinc matrix
fathom wadi
#

yeah it might be fine and the whole setup was just conflicting in timing or something. Could be anything if im diagnosing on discord chat tho. Would need to spend time assessing the rest of the setup. Hope it pans out for you

zinc matrix
#

too slow for the hardware of that period, not worth to maintain. AND, at that time Fortnite was being "phased out" in favor of Paragon. Fortnite (STW) being a procedurally generated game, and Paragon being a completely static game, all of the 3d rendering wizards stopped working on dynamic gi stuff

#

3d lightmaps and so on was made for paragon for example

torpid star
#

they were shelving Fortnite for Paragon? that's crazy

zinc matrix
#

Fortnite Save The World

fathom wadi
#

this entire company got shelved

zinc matrix
#

not BR, BR came a lot later

#

years later

torpid star
#

so do you think the realtime GI they have now is based on the DFGI stuff?

#

@fathom wadi rough

fathom wadi
#

not rough. Deserved. If they fuck this game up, I'd have ended them too 😄

fresh heath
zinc matrix
#

afaik lumen has voxel gi for large details, ssgi for small details, and distance field stuff for medium level detail

fathom wadi
#

hopefully not for the employees

torpid star
#

oh so it's a mix of all 3? I wonder why LPV went nowhere

zinc matrix
#

old DFGI became a cog in the new lumen after some dusting I'd imagine

fathom wadi
#

LPV seems too late to me. It had it's time but all the global illumination options coming out, some had to fall

zinc matrix
#

lionhead was closed down. LPV was their effort, and they were supposed to maintain it. But microsoft cancelled fable so it went nowhere

#

Epic didn't remove it because at some point they were hoping to return and make it a little bit more usable. But paragon happened and it got delayed and forgotten

#

There were multiple LPV related goals in first roadmap for ue4, none of them went anywhere tho, obviously

torpid star
#

and now we have UE5. @zinc matrix sounds like you know enough to write a book!

#

The History Of UE

#

I'd buy that

zinc matrix
#

😛 I just follow the news

torpid star
#

so the sole reason SVOGI was axed was because of XBONE?

zinc matrix
#

no way

#

epic gamse hates consoles

tidal ivy
tidal ivy
zinc matrix
#

like who doesn't hate consoles

tidal ivy
#

trouble with SSGI, is that it literally doesn't work

zinc matrix
#

I'd imagine svogi didn't perform that well on PS4 as well

tidal ivy
#

it was functional on the Ps4, but there's a gulf between the hardware on the two devices

torpid star
#

it's better than AO but way worse in terms of perf. All I really care about are the little contact shadows you get on movable meshes, without SSGI they look really bad.

zinc matrix
#

SSGI was developed first by crytek to supplement lpv. it was never intended as a standalone effect back then

#

I think they may have mentioned surfels for lumen, which was what the DFGI used. In fact the devs had to defend their choices against people claiming surfels could never be fast on the forums (during DFGI development). 😅

zinc matrix
#

does anyone know what is going of with the future of the gameplay framework btw? were there any news? I see gamefeature plugin pop up on github occasionally but it is very barebones naturally.

fathom wadi
#

im still waiting to hear what they are going with the geometry cache. It says experimental. It also says its being refactored. But in the meantime, what the holy balls are we meant to do?

carmine frigate
#

geo cashe works right?

#

i used it a few times

fathom wadi
#

@carmine frigate it works but there is notes that its being refactors and its still experimental. Im not sure what is going on but if it's to add more support for Alembic geo-cache system instead of it being orientated just towards chaos fracturing, it might be worth the wait. Especially with grooms being one of the new toys.

#

excuse my typing. my hands are a bit stiff today

#

tends to throw me off a bit 😄

carmine frigate
#

i had some problems turning it on and off in sequencer

#

i dont let word like experimental stop me 😛

fluid bloom
#

nasa needs that guy for their PR department

#

😄

stable escarp
#

@fluid bloom why?

carmine frigate
#

is it just me or does that crane lowering of the rover is just complicating things?

fluid bloom
#

he had the idea of mixing deep purple (well, a cover) with their footage

#

that's why

stable escarp
#

@fluid bloom who ?

fluid bloom
#

the uploader

#

...

stable escarp
#

uh...

carmine frigate
#

that apple series : for all mankind is kinda dope

fluid bloom
carmine frigate
#

hmm i started the expanse but stopped watching it somewhere

fathom wadi
#

me too at the start of season 3

carmine frigate
#

i thought for all mankind has a good vibe of the era

fluid bloom
#

doesn't it turn into some sort of scifi?

carmine frigate
#

no

fluid bloom
#

like, near future stuff

carmine frigate
#

its early spacerace stuff

#

where russia landed a man on the moon first

fluid bloom
#

they have guns in space there

#

a moonbase

carmine frigate
#

i didnt see a gun season 1

fluid bloom
#

wild

#

I haven't seen it at all so I'm just confused here 😄

#

is it a pseudo-documentary like that mars series?

carmine frigate
#

nah

#

its a mix of man in the high castle and martian

#

id say its high grade not low budget

#

usually not a fan of apple products, this is the exeption

foggy path
#

someone described it as alt-history

carmine frigate
#

ye it has a lot of what if

#

the scrapped skybase (ISS) for moonbase

median wraith
#

Here is people telling blizzard to use Godot rather than create engines

carmine frigate
#

why not..

#

isnt godot like super free to use?

median wraith
#

Well you can try is free both ways :p

#

Blizzard uses unity for lowend

carmine frigate
#

you can use godot code w/o any obligations right?

#

dunno the licence tho

median wraith
#

Mit

#

That engine still need a boost

#

Don't even have dynamic fonts

#

At times feel like a house started by the roof

#

Isn't bad and have nice futures

carmine frigate
#

so its better than starting from scratch a lot of the times

median wraith
#

But when you see GI real-time but no dynamic fonts the question comes to mind as an example

median wraith
#

They have their own engines

median wraith
#

Well ue4 this case

carmine frigate
#

well they can prolly get a good deal

median wraith
#

Or no idea what's the tweet about

cursive crypt
#

They need to pass an interview first tho. Send a cv

median wraith
#

When I sent to epic they literally can even reply emails

#

As a lot of people apply

cursive crypt
#

Did they replied to you?

carmine frigate
#

yea i bet that dept is kinda fooked with the covid thing

median wraith
#

@Hevedy noob

cursive crypt
#

Eeh... they send you an email, but they didn't - the quantum email effect.

median wraith
#

No, wait

#

Oh lol

#

No they didn't

#

Had an auto email to tell they are satured

cursive crypt
#

Oh, lol

median wraith
#

If they don't reply in two weeks dismiss it

cursive crypt
#

That, while not nice, is normal. Sometimes too much CVs and they want to keep their options open.

livid horizon
# median wraith

a bunch of large companies like that don't want to pay the % for licensing, would rather own everything

median wraith
#

Is worst on the automatic webs from here where you see 3 checkboxes

#

If don't pass the 3 one that's when they check the CV, basically drop it to the trash and don't give reasons

solid aurora
median wraith
#

I like the questions at the marketplace:

Does this work for mobile VR?

Test the free demo on a 970GTX in desktop and returns 25FPS
😉

solid aurora
median wraith
#

That's good maybe then I can ship something 😜

fluid bloom
#

no, sorry @median wraith, they won't be making a "make game" button :\

fringe sundial
#

game framework is unfixable i think

#

needs to be a new system

#

the whole concept of the actor hierarchy + component hierarchy is just not going to work well ever

#

for scaling you need one of the myriad ECS variants

#

which one doesnt matter that much

zinc matrix
#

ue4 had plans for massive worlds too though. We got world composition and that was it 😄

fluid bloom
#

I doubt UE 5 will have much improvements for it

#

considering it's supposed to be a relatively easy upgrade from UE 4, right?

solid aurora
#

nothing really stops, from making code breaking changes and really moving gameplay framework into plugin

#

there is nothing really so ingrained into it, that it needs to be part of engine

solid aurora
zinc matrix
#

blueprints kinda depend on the actor model though. in a massive way too. then there is reflection, replication etc. Sure UE5 is the best opportunity to break many things. But looking at the timeframe of UE5...

#

I don't expect huge changes, unless they were in the pipeline for 2 years or something

#

yeah, they can make plans, but they can break those plans as well

#

svogi was marketed, remember

#

it was a major engine feature

solid aurora
#

ok different take, there is serious enterprise money behind this

#

they are going after Unigine market

real palm
#

Do blueprints rely on the actor pattern?

zinc matrix
#

unigine's market? that's a niche market :S

#

sure there maybe money, but serious money? nope

solid aurora
#

that's shitload of goverment money market

zinc matrix
#

otherwise unigine wouldn't be this small

broken sigil
#

well they are saying ue5 will support massive worlds with 200k+ moving and static objects, this basically means the whole components system needs to go or needs to be massively reworked

zinc matrix
#

that's hypothetical government money that they have to compete with multiple well established studios that focus on these things

#

unigine isn't alone

#

army stuff is locked down tight by the ex-arma studio

foggy path
zinc matrix
#

any blueprint gameplay relies on actors

real palm
#

any UE4 gameplay relies on actors

zinc matrix
#

what do you do with uobject blueprint, hold data? what else

foggy path
#

You can make uobjects contain logic

#

I have some

zinc matrix
#

you can make them, that doesn't mean blueprints depend on them

solid aurora
real palm
#

Actually lots of core game stuff is UObject

solid aurora
#

point being, this time i'm 110% that big world support is not something that is going to be scrapped

#

either way

real palm
#

idk seems strange to say that BP or c++ are dependent on the actor model.

solid aurora
#

we should see in month or so

#

they are not

#

you can move actors and all this shit to plugin

real palm
#

Similarly to how UMG could be a plugin

solid aurora
#

most blueprints are actors true

zinc matrix
#

how are they not? anything that needs to be placed in the world has to be an actor. C++ is one thing, but blueprint doesn't have the tools to deal with that

solid aurora
#

you miss the point

#

actors doesn't need to be in engine

#

they can be extracted to plugin

zinc matrix
#

so you can either make a completely new framework and leave the blueprints in a plugin to gather dust, or break blueprints completely, which is kind of a non-starter for project upgrades

real palm
#

Okay so you can maybe make a game actorless but it's still using components

broken sigil
#

whole purpose of ue5 seems to be support for massive worlds, they are even adding double precision support to it

real palm
#

ergo, it relies on the actor model

solid aurora
#

they are created chaos in first place to support it

#

I'm prettty sure blueprints will stay

real palm
#

So if making any UE4 game relies on the actor model, save yourself this argument and just say that

solid aurora
#

but there will be blueprint v2

#

with ECS componenets

#

damn i integrated entt recently

#

it's not even that hard

zinc matrix
#

maybe I am too jaded by the previous ue4 stuff, like with svogi, or gi (lpv/dfgi) and so on, so I have a hard time believing that epic will fit all of those changes and still make it so that upgrade to ue5 is just like a 2-3 point release upgrade

solid aurora
#

just workflow sucks a bit but i dont have time to write entire editor

broken sigil
#

Blueprints are staying for sure, don't think there is any chance of them going away
But I have a feeling the whole component system is going to be a whole lot different in ue5

solid aurora
#

code break will be much bigger and hard

zinc matrix
#

did assets ever change in ue4?

#

I'm pretty sure I can copy paste a 4.3 asset into 4.26 just fine

solid aurora
#

not really, they are sacred to be forward compatibile

zinc matrix
#

so 2-3 release for assets is a meaningless statement in terms of upgrading

solid aurora
#

the UE4 stuff had one big problem

#

money

#

or lack there of

zinc matrix
#

I mean, sure, plans could change and they can break more stuff, I get that too but... 😄

quiet narwhal
#

meshes internally had a change a few versions back but it was forward compatible

broken sigil
solid aurora
#

I mean I have friend who got job at epic as technical director

zinc matrix
#

before UE4 they had a massive cash injection from tencent

solid aurora
#

you cant even begin to imagine, what bonuses he got just to work for them 😄

quiet narwhal
#

I can imagine 🙂

broken sigil
#

actually ue4 rendering system has changed a lot in the last few version, it seems like in preparation for ue5

solid aurora
#

wouldn't call few hundred milions massive

#

if they are now making that in month

#

and can afford to hire anvil architects from ubisoft

#

in one sweepd 10-15 senior engineers

zinc matrix
#

engine development doesn't scale with numbers though. if it did unity would've left unreal to dust because they have 4x the headcount. hundreds of millions is the same as billions if the team isn't big enough to spend all that money

solid aurora
#

every month 😄

zinc matrix
#

besides, epic has always been a big crunch with big pay studio

solid aurora
#

it doesn't scale

fathom wadi
#

My budget is basically hiring a stoner to sit there and stare into space saying "Just imagine if all reality was just pixels and we didn't need to render anything..." as I stare at my accountant.

solid aurora
#

if you don't know what you want to do

#

unity is bad example

#

stumbling from one direction to another [;

zinc matrix
#

oh come on... that's basically cult level thinking here

quiet narwhal
#

Unity was working on a DOTS based Visual Scripting solution then just gave up and bought a third party one to integrate...

#

they are all over the place

broken sigil
#

tbh ue4's gameplay framework is a joke, at first it looks great, the more you use it and the more you dig through engine source you realizes how flawed it is in so many areas
That's why I think we will see a massive gameplay framework rework in ue5

fathom wadi
#

it's easy to learn and familiar though. Better than nothing for free 🙂

zinc matrix
#

so what I get from this conversation is, ue5 will have ecs with blueprint v2, and its going to release in a month. 😅

foggy path
#

It feels much better than the system in unity and provides a bunch of useful things

broken sigil
#

That is true, it works great at smaller scale but the more you try to scale it up the more obvious problems become

foggy path
#

isn't that the case with quite a lot of general purpose solutions though :D

fathom wadi
#

i like that its modular enough to replace anything you dont like (to a degree)

solid aurora
#

you can have generic ECS solution which doesn't choke on 2000 ticking objects

#

just because

#

or better

#

which doesn't choke when you try to spawn 10 objects

foggy path
#

what kind of a potato are you running if UE chokes when spawning 10 objects lol

fathom wadi
#

one that doesn't pool

solid aurora
#

console

#

i know the tricks

#

doesn't mean engine shouldn't have gameplay performance by default

zinc matrix
#

I still think that tim sweeney's transactional framework was a better idea than full blown tryhard ecs. Oh well, maybe next time! (ue6 :D)

fathom wadi
#

I wonder how far optimisation goes backwards sometimes but I try not to use less than a PC if I can help it 😄

broken sigil
#

like the whole component system is so convoluted and intertwined trying to rework it would be impossible, basically any new system needs to be implemented separately and current component system completely ignored

fathom wadi
#

imagine coming from PC dev to mobile and trying to make things work properly on a silly old phone to spec. not for me.

zinc matrix
#

in theory there isn't anything that is magically wrong with the concept of an actor, and components that hold data like the smc etc

#

its just that there is too many junk in them that makes them slow

solid aurora
#

nah

#

the entire concept i falwed

zinc matrix
#

a lightweight system is totally possible while keeping the same authoring stuff

solid aurora
#

because of how CPUs work

zinc matrix
#

no, I'm not talking about that

#

not talking about pointer chasing and cache misses at all

#

only talking about how things are authored

solid aurora
#

that's editor

zinc matrix
#

no, its the c++ code as well

solid aurora
#

and have really nothing to do, whether you call it actor or entity ;

#

yes

zinc matrix
#

you can have the engine treat components as data and do their own stuff without resorting to ecs

solid aurora
#

C++ code is flawed by design

zinc matrix
#

case in point fmeshbatch

#

throw away all the inheritence, throw away all that jank

solid aurora
#

you cant have componenets within actor and have then performant

#

unless you run some pre process step to convert it

zinc matrix
#

make actor a blank slate, make all engine components work like fmeshbatch

#

as I said, I'm not talking about the current system at all. only talking about the concept of an actor and components in terms of authoring content and code for the end user (ie game developer)

#

current system is just trash, get rid of it

solid aurora
#

ok creating something like that took me 1 hour

#

and it is really useless to make anything bigger without systemic framework support

zinc matrix
#

and you can get that systematic support without resorting to ecs

solid aurora
#

i can't

#

not if i want performance

zinc matrix
#

eh, that is waaay debatable dude

#

most game code isn't cache coherent by design

#

naughty dog basically completely ignores cache coherence in game code

solid aurora
#

doesn't mean you have to make incoherent by default

#

yes

zinc matrix
#

they just make it parallel and let it do its stuff

solid aurora
#

and their games arent big or complex

#

here we go

#

cache coherent ECS scales nearly perfectlly with amount of cores

#

you just PararellFor everything

zinc matrix
#

I'm sure making a player controller cache coherent will do wonders for performance

solid aurora
#

and chains system execution

#

I'm sure it will for AI

zinc matrix
#

or you know, that one off door script? yeah make dat cache coherent 😄

solid aurora
#

which for some reason uses it for rotation transform

zinc matrix
#

you can be cache coherent without ecs

#

just because current actor system is from 90s doesn't mean you cant

solid aurora
#

you can also use hammer for screws

zinc matrix
#

did I advocate for that?

#

ecs good, anything else bad?

#

is that what this conversation going to be? 😄

solid aurora
#

ECS is just pattern

broken sigil
solid aurora
#

and it is probabaly older than 90 😄

zinc matrix
#

I'm saying, hey, you can throw out all the actor garbage, and still make the concept work by changing the internals. You are saying, no, that doesn't work because I couldn't make it. You need ECS.

#

thats the quality level of this conversation so far

#

good talk!

solid aurora
#

you change engine internal to use ECS

#

and wrap around Actors for forward compatibitly

#

that's how i do it myself

#

doesn't mean another layer of abstraction make things easier

thorny dock
#

(oh wow I posted a question here in lounge when I thought I was in #ue4-general, sorry about that btw)

zinc matrix
#

a year or couple years back tim sweeney made a new fully multi-threaded framework based on transactional memory. he released some stats on his twitter and talked about it a few times. He's been advocating transactions before cpus had hardware support for it. If you search enough you can find his posts on language design forums where he goes much more indepth.

normal prism
fringe sundial
#

@zinc matrix the issue with the unreal actor mode is even bigger than just the cpu side

#

for example all the crazy pointery and internal state fuckery means you cant spawn it by memcopying from template

#

with ECS

#

you can

#

on ECS, because (in theory) the components are just data

#

you can create objects by just copypasting from a template object

#

and it just autoregisters with the systems

#

in all ECS implementations, you dont need pooling

#

spawning and deleting is so fast that its pointless

#

with the new consoles having direct copypasta from SSD to RAM, having something like that is important

zinc matrix
#

all I'm saying is, you don't need to have an ecs to have a sensible authoring model. Both unreal and unity has a lot of cruft that doesn't serve any need

#

but the only answer to their fuck ups isn't to go ECS

fringe sundial
#

this isnt realy about authoring, but about the implementation for game code

zinc matrix
#

that's what I'm saying

fringe sundial
#

the current component model is unsolvable

#

no matter what you try to do, its core is completely rotten

zinc matrix
#

yes, you can make simulation code cache coherent with little effort with an ECS, but so could you in C

fringe sundial
#

its a case of "needs new impl from scratch"

zinc matrix
#

or C++

fringe sundial
#

no, its not just about that

zinc matrix
#

it doesn't matter

fringe sundial
#

ECS code lets you write better engine abstractions

#

which means that moving objects doesnt go through 999999 layers of random code everywhere

#

its a goddamn embarrasment. I have a small bullet hell game, made in 2002, that im porting to switch

#

the game does its ntire game loop

#

for 500 bullets

zinc matrix
#

thats just unreal way of doing things, solving that doesn't require ecs at all

fringe sundial
#

plus player/boss logic

zinc matrix
#

especially gameplay facing ecs

fringe sundial
#

in less time than it takes for ue4 to move one actor

#

its not ecs, just extremelly basic C without fuckery

solid aurora
#

you write system

#

you slap component on entity

zinc matrix
#

ok I see you are going to talk past me, not interested in this, sorry

solid aurora
#

and it magically work

#

less abstractions

fringe sundial
#

@solid aurora didnt know you added entt

#

in general i found entt to be a bit lacking vs something like Flecs mostly due to the cpp17 requirement and strong reliance on templates

solid aurora
#

yeah been working on some survival game with energy/oxygen/etc system, mining system etc

fringe sundial
#

yeh thats obvious use case

#

how do you deal with hierarchies and actor transforms back and forth from the ecs?

solid aurora
#

didn'y really looked further, just keepin it, hoping UE will solve my component issues

fringe sundial
#

thats kinda the main problems i had with those

solid aurora
#

god forbid I don't

#

there is not much moving actors for now

#

so I just left it as is

fringe sundial
#

what i mean is about interfacing unreal transfrms with your ecs

#

and back

#

like moving objects from the ecs or having unreal physics/anim move your entities

solid aurora
#

yeah I understand I just do not use ECS for calculating transforms for now, didn't really needed it in game

#

and since it still like 2-3 years away I really hope Epic will get their shit togather and I don't have to think about it

fringe sundial
#

so your ecs is more just for background game logic

solid aurora
#

yes

#

it's still far easier to maintain, than actor componenets

fringe sundial
#

one trick for the paralelization, from my own research

#

if you separate pure systems from global systems, it makes it far easier to paralelize

#

pure systems are sytems that only affect their own entity

#

global systems are your typical "foreach" loops (or others)

#

the idea is that you can paralelize the pure systems vertically

#

instead of each system being "foreach entities", you do the reverse

#

you do foreach_parallel entities { execute_systems(entity) }

#

and get pretty glorious parallel scaling

#

with entt it works pretty well if you do that

broken sigil
solid aurora
#

thanks, might try it later, since seems most of my systems are pure for that definition ;

fringe sundial
#

@solid aurora on my tests, doing it on entt was a pretty huge win, specially if the pure systems would be touching the same components, as they would be hot in cache from system to system

#

the downside is how to do the "query" part

#

for example you have system X that runs on 5% of entities

#

but if you are doing the foreach all entities

#

thats 95% that gotta do a check that isnt needed

#

it can be optimized if you have a component holding which systems must run per entity, or a bitmask, or a "class" component, or similar

ancient hornet
#

interesting notion

#

(pure sytems)

#

takings notes

solar nebula
#

Which partly overlaps with your notion of pure vs global ones

#

The parallelization can happen along any weak couplings, and generally you want to minimize the number of strong couplings in the system

#

I mostly work with physics simulations so my examples of strong vs weak coupling would be a bit more natural rather than algorithmic xD

#

If you have two objects experiencing gravity, if the objects are sufficiently far apart, their positions and coordinates are weakly coupled

#

So you can run each planet as its own simulation and the small error in input data (position of planet, the error lies in either waiting for last known planet position or taking the current best estimate for planet position) does not cause much issue if the planets end up on different threads

#

If the two planets were in a tight coupling, the forces influence each other a lot and they can no longer live on different threads

#

When designing individual systems, doing what @fringe sundial suggests is kinda mandatory due to technical reasons, but it is also best to minimize strong coupling by design, e.g. does your bullet simulation need to know an up to date synchronized perfect world state, or can you tolerate weakening of the bullet vs world collision coupling and can you take a semi-corrupted/unfinished state of the world?

#

Nothing wrong with variable strength coupling either, for the 5% entities you can run the slow synchronous algorithm and for 95% of them you can run a weakly coupled algorithm that gives approximate results

ancient hornet
#

anyway, the less states something needs, the less memory it needs, then the better performance (usually)

foggy path
solar nebula
#

There are a lot of little issues here and there

#

UMG's tree view widget doesn't have "expand all" function correctly programmed and never did

#

And will probably stay broken forever

quasi loom
#

So, c++

#

is there some way to create a static array of things that need to be initialized, without having to call an initialize function?

#

if that makes any sense

solar nebula
#

What is the actual task you're trying to solve @quasi loom

quasi loom
#

and I have these structs:

#
    {
        BiomeType type;
        FastNoise::SmartNode<> generator;
    };```
#

that generator variable is created by doing this: "FastNoise::NewFromEncodedNodeTree("base64 data here")"

#

So, i was trying to do something like this:

#
static inline Biome::BiomeDefinition biomes[2] =
{
    {Biome::BiomeType::MOUNTAINS, FastNoise::NewFromEncodedNodeTree("HwAgABMAbxIDOw0ABwAAAAAAAEAJAAAAAAA/AAAAAAABJAACAAAAGgABHAABBQAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAABEAAAAwD8AAACAPwH//wUAAAAAgD8=")},
{Biome::BiomeType::OCEAN, FastNoise::NewFromEncodedNodeTree("HwAgABMAbxIDOxsADwAJAAAAAAAAQAkAAAAAAD8AAAAAAAAAAIC/ASQAAgAAABoAARwAAQUAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAARAAAAIA/AAAAgD8B//8GAAAAAIA/")}
};```
#

however, that generator variable shows as just "empty" on runtime

#

not sure how to work around this without making just a Biome::Initialize() function?

#

which i would really rather not do

solar nebula
#

Hmmm

burnt cedar
#

@quasi loom if you inline that declaration the NewFromEncodedNodeTree will be executed each time you use the variable, no? that would be bad for perf

quasi loom
#

getting unresolved externals now smfh

burnt cedar
#

did you remove the inline all together?

quasi loom
#

yes

burnt cedar
#

Then your linking issue comes from lack of initialisation

#

in our .cpp

quasi loom
#

even made an initializer function which i didnt want to do and that just giving me issues

#

oh

#

duh

burnt cedar
#

😄

quasi loom
#

alright so heres the thing

#

in my .h:

#
    static BiomeDefinition biomes[2];
#

in my .cpp outside of functions:

#
{
    {Biome::BiomeType::MOUNTAINS, FastNoise::NewFromEncodedNodeTree("HwAgABMAbxIDOw0ABwAAAAAAAEAJAAAAAAA/AAAAAAABJAACAAAAGgABHAABBQAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAABEAAAAwD8AAACAPwH//wUAAAAAgD8=")},
    {Biome::BiomeType::OCEAN, FastNoise::NewFromEncodedNodeTree("HwAgABMAbxIDOxsADwAJAAAAAAAAQAkAAAAAAD8AAAAAAAAAAIC/ASQAAgAAABoAARwAAQUAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAARAAAAIA/AAAAgD8B//8GAAAAAIA/")}
};
#

so, i should just be able to call biomes[1].generator, right?

#

but then i get a Exception 0xc0000005 encountered at address 0x7ffb1eddd70b: Access violation reading location 0x00000000

#

smh

solar nebula
#

Can you load this stuff from like a data file or something haha

quasi loom
solar nebula
#

Just the entire biomes definition

quasi loom
#

yeah i will probably end up doing that

#

but that doesnt solve the issue at hand im having now with the FN2 generator being null now

#

no worries though im over in that discord talking now

zinc matrix
#

how well does unreal work with animated meshes? (alembics etc)

solar nebula
#

Uhh, not sure how to quantify

#

About 7 out of 10 well?

zinc matrix
#

hah

solar nebula
#

Maybe an 8 out of 10