Steve Streeting
@sinbad3d
Greybeard. Working on MinerMancers, a game about silly wizards going mining together. Made engines (Ogre3D), devtools (Sourcetree, Git LFS), now games, Unreal Engine tools & plugins. Code: Blog:
Switched to an AGX tonemapper for MinerMancers, and I really like how it retains the vibrancy of the colours much better than ACES did, especially when bright. It’s much closer to how HDR looked before, to the extent that I’ll probably drop the HDR path now since it was fiddly anyway
Object scattering system is starting to make open areas in MinerMancers levels feel a little more interesting 🧙♂️⛏️ #screenshotsaturday
WIP decorative ground object growth system for MinerMancers. Kind of an L-System, everything grows out of a single point
New lobber enemy (I affectionately refer to them as my lobby boys) making poison clouds and hiding behind things, annoyingly
Minermancers spell work this week: physics objects and AOEs! Here’s a bouncing explosive barrel spell that’s fun to play with Getting client prediction and smooth replication working on physics objects was fiddly but it works now.
Here’s the debug display of the spray on the server; expanding damage probes which automatically fill the space given cone angle / velocity settings. Much better than a fixed cone overlap test which wouldn’t track spray motion properly. It also clips against geometry so it doesn’t go through walls
Minermancers progress this week: spray-style spells. Multiplayer predicted, and the underlying damage shapes are properly simulated to match the particle effects
SUDS Pro is on sale! It's my #unrealengine dialogue plugin that lets you use text files to write dialogue, direct camera cuts, character animation and more. If you prefer writing dialogue like a script, I think this is a nice way to do it. Reposts appreciated! www.fab.com/listings/3e3...
Quietly allowing people to assume you use LLM chatbots as well so they stop fecking talking at you about it
Spending all day in this view making very careful changes so I don't break any of the multiplayer replication & prediction systems, as I chop up the spell system and re-assemble it. All appears to be working again now but 😖I hate multiplayer code
What my chair actually looks like vs what my cats think it is This afternoon Merry was defeated in single combat by my chair while I was trying to do the hoovering
I use honey instead of sugar in my bread these days, and having to rescue the last remnants of solidifying honey from the bottom of the bottle with heat and water has made my routinely eyeballed measurements even vaguer than usual.
"It's so weird how we couldn't sell all those AI chips that no-one asked for"
Uuum, sure but that's not really my fault, is it? This is your default install location, maybe you should shorten *your* paths 🙄🤣 #unrealengine
I baked my first apple pie of the year since our tree is ready. Left it to cool on the unit while we ate dinner, with a net cover over it.
Me: puts books sideways and on top of a bookshelf because of lack of space Also me: still has stuff like this on another shelf for some reason. I don’t even use a Mac anymore
Finally got around to clearing my last blocker for updating to UE 5.6 - my Runtime Virtual Texture based map system stopped working entirely. Turns out they added a new member to FPrimitiveSceneProxy that I only found by diffing the source 🙄
Ahhhh I just figured out how to get a more traditional timeline sequence view of frame timings in Superluminal: you just re-sort the instance table on the left, which defaults to Duration descending, which is why the worst offenders are at the top.
I was just sharing my newfound love of Superluminal with someone and I noticed the tagline "From installation to first fix in less than 10 minutes." on the website. It was 100% true in my case! Marketing copy that's actually true? Unheard of 😜
Also perhaps of interest: if you launch a packaged UE game build from Superluminal with the default settings, it'll show you nothing except that a thread was waiting forever. This is because UE games have one exe in the root, which bootstraps into another exe in the nested binaries dir.
There's been a lot of negative talk lately about "the UE look", which I don't really agree with, but I can see some aspects of. But at least I can say with some confidence that we don't really have that look. Probably because we've turned off so much we're basically using UE4 with better tooling
Making some progress, basically had to override the nav geometry export to not send colliders as blocking geometry for diggables, but to report the convex colliders modifiers instead. Seems to work at least partially (updates aren't working yet)
It's quite tricky to come up with the "filler" rocks (non-resource bearing) so that they're both interesting and distinct from each other, but also not insane looking or more eye catching than the actual resources. Marie's been working hard on them lately.