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
Trying to make a multiplayer inventory system that is flexible enough to be reusable for future projects. I still need to iterate on this some more, but it's getting there. This diagram glosses over a lot of details, but i think gives a good idea of what's going on. Reworking item composition next
Picking up and removing items from inventory. It's just simple Add and Remove operations, right? Not with multiplayer 😅
A month ago, the SpaceX IPO was being touted as the biggest IPO ever and every investor and day trader needs to get in on it and get their bag. Anyone who did has now lost a substantial amount of money. And now headlines like this are coming out 😆
Player chat updated yesterday. Better gui, optimized the widgets, and updated the backend. I plan for another round of refactoring once i get a common gui structure thought out. But happy with this iteration
After hand sculpting the starting area, i've decided that I'm not going to do 4km² of terrain sculpting. So i'm using World Creator to procedurally generate the base layer, and then sculpting on top of that as needed
A neat track i learned to help reduce the pop-in on grass. You give it a material that makes the grass automatically fade after a certain distance. I don't quite know how the distance is calculated though, which is making the tweaking difficult.
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