Kyred
@kyred
A gay, nerdy GSD/red panda | Software Engineer | 30+ | He/him | Trans rights | 🔞 Sometimes horny/kinky | Certified Dork 🤓👔 | Fursuiter | Seattle, WA | 💍 @kiitlock.bsky.social
Once I got item stacking working the way I wanted to, I decided to try actually dropping items and having another player pick them up. It worked very cleanly! I got most of the messy details abstracted away, so I can easily build on top of this 😄
How my dynamic items replicate their data can get messy, so i made a debug tool that can track what items exist on the server, what actor manages them, and which clients they are replicating to. Having a visual for this is already helping me think through tricky problems
Picking up and removing items from inventory. It's just simple Add and Remove operations, right? Not with multiplayer 😅
Did some work today on starting area of map. Used procedural generation for most of the foliage and rocks, and added map streaming. Tried to reduce pop-in on the grass, though it still needs some tweaking
This is probably basic level design stuff today, but being able quickly make roads and paths without having to bake them into the terrain is really nice. Also the terrain deformation makes tweaking so much easier
Plopped Keldrin Town into a low poly asset bundle i bought in a humble bundle. It doesn't look *too* out of place. But i'd probably reimagine the town and use this as reference
Was learning how to sync animation blending in Unreal over the weekend. Without that, blending from idle -> start running -> run would happen so quick, the end result looked like Scooby Doo legs 🤣
It's really cool that I can jump on and ride a griffin in DD2 while fighting it, but how am I supposed to get down and survive? 😅
Injured my knee the other day. Surprisingly doesn't hurt, but there's a small bit of skin missing
I didn't fursuit much at FWA, but i had a BLAST being a fluffy menace on Sunday! 📸: @kiitlock.bsky.social
Headed to FWA, after not having been to a con in about 3 years-ish. Brought the shep fursuit, so if you see a pink nosed shep, come say hi~
The fox is away this weekend, so i decided to go out and explore parts of Seattle i haven't been around much. The cherry blossoms in Kirkland are pretty ^^
The latest beta for X4 finally HEAVILY improved the combat. Smarter enemies and more dynamic fights. Destroyers actually attack consistently. Combat is finally fun :D
Finally some good internet numbers 😊 Now i need to upgrade my NIC so I can get the full amount
Problem with portals over long distances in multiplayer is Unreal's network loading range. But i found a way around the issue so the other portal and players near it will stay loaded. It works well enough for now and can optimize later, so i'm ready to move on to more stuff
We are having ethernet installed tomorrow in the house. Got a new switch ready so we can support up to 10gig in all the rooms
Messing around with making speed dependent effects. I'll definitely will be keeping the speed lines. The bubble was me playing around with altering materials based on speed.
Added the ability to ramp off waves while skiing. Though skiing on water for long is kinda jittery and unstable. So i might just remove it, unless if i can find a way to make it smoother.
Need to rework some of my ski code, as the way i handle velocity over terrain has some quirks. Player continues to rise past small bumps, leading to weird jitttery hops. Currently smoothing it with a small downward force. But need to come up with a better method
As an example, here I'm emulating over bad network conditions. 5% packet loss and 100ms - 350ms ping. Runs generally smooth, with only some occasional hitching. Not flawless, but decent for non-ideal conditions.
Unreal's default movement physics are fine, if all you need is walking and jumping. But that's not the kind of rpg I'm trying to make. This weekend I wrote Starsiege: Tribes-like skiing physics into the game. And uses client side prediction, so it runs smooth online.
Also works on spheres! But the falling code doesn't like landing spots with heavy curvature while moving
I got side tracked when I found out the default character movement code accounts for different gravity. I still had to modify the player input though for the shifted gravity. Player movement is relative to where the camera was facing, so i had to rotate the input plane to where gravity was pointing