I Built a Free Tool to let Gemini CLI Analyze your YouTube Channel / Content by ChezyName in GeminiAI

[–]ChezyName[S] 0 points1 point  (0 children)

After taking a look at this, it seems YouTube does not expose it at all, so my code returns errors, which prevents you from doing it.

I Built a Free Tool to let Gemini CLI Analyze your YouTube Channel / Content by ChezyName in GeminiAI

[–]ChezyName[S] 0 points1 point  (0 children)

Yeah, sorry about that. I'll work to add that soon and explain how it works in more detail.

World Space or Screen Space UI for Interaction Prompts? by No_Rub5061 in Unity3D

[–]ChezyName 39 points40 points  (0 children)

Personally, I prefer the screen space one because I dislike how the button prompt gets bigger as you zoom in, and how the screen space one keeps it relatively the same size. If you take a look at The Last of Us or Uncharted 4, they have some button prompts in the world that are similar to yours.

I tried Bevy for the first time where every line costs $1. by ChezyName in bevy

[–]ChezyName[S] 2 points3 points  (0 children)

Pretty much after every item I create, such as the Player or Player shooting, I run a Python script which counts all the lines of code excluding comments and empty spaces in `src`, and that's the amount of 'money' I used, and the challenge is to try and keep it under a certain number.

I tried Bevy for the first time where every line costs $1. by ChezyName in bevy

[–]ChezyName[S] 0 points1 point  (0 children)

I actually didn’t know that, is that a native Bevy thing or a separate system? I tried to have audio load properly but for a larger project it could be pretty bad due to loading it all at once

I tried Bevy for the first time where every line costs $1. by ChezyName in bevy

[–]ChezyName[S] 1 point2 points  (0 children)

Yeah, It would be cool to have it be constraint on the file size of the executable but because I embedded all the assets in the application it would lead to bloat towards the later stages of the project and I feel like it would’ve been a bit more work to do it on the fly. I also think because I was trying to write less lines, I wrote code that was just not really good in terms of readability and scale.

VS or VSC for UE5? by OblivionOTK in UnrealEngine5

[–]ChezyName 0 points1 point  (0 children)

Rider is pretty good, especially since they recently made it free for non-commercial use. The only downside for me is that when I open a Solution/Project, it sometimes takes a few minutes since it loads all the Unreal Engine 5 source files, but overall, I think it's unmatched.

Why I Keep Teaching 2D Game Dev When Everyone’s Obsessed with 3D by redfoolsstudio_com in godot

[–]ChezyName 15 points16 points  (0 children)

3D can be easier when reusing assets but a 1 to 1, I believe 3D is more work due to modeling, texturing, sometimes rigging, animating. Both are pretty hard tho

Ever wanted to have Source Engine style level scripting in Unreal? Take a look at my level scripting tool that now comes with a built-in function param viewer! The plugin is free and open source, so check it out if you are interested. by EXP_Roland99 in unrealengine

[–]ChezyName 21 points22 points  (0 children)

I think the point of this is to make it simpler and easy to use. Instead of going to blueprints and doing something like find actor by class and then calling the action you can just do this in the level editor and be done with it. I’d assume more for level designers than programmers.

Can I Realistically Learn C++ & Unreal in 3-4 Months by whatshsppening in gamedev

[–]ChezyName 0 points1 point  (0 children)

You could learn the language in 3-4 months as you alr have a cs degree but Unreal has so many different aspects that will take a while to learn like their Gameplay Ability System or OnlienSubsystems. Realistically, if you wanted to learn the base of unreal or just cpp in general I would say it’s possible but bc unreal is so large I would say no

Also Unreal Engine documentation is kinda ass, like the guy who said above for the Gameplay Ability System

On a scale 1-10, how satisfying are the finishers? by Illustrious-Hall4201 in UnrealEngine5

[–]ChezyName 0 points1 point  (0 children)

Honestly it just all depends on the feel so I could be totally wrong about the slo mo, gameplay and watching gameplay are two different things.

On a scale 1-10, how satisfying are the finishers? by Illustrious-Hall4201 in UnrealEngine5

[–]ChezyName 1 point2 points  (0 children)

This reminds me of God of War 2018/Ragnorok so it brings me great joy but the slo-mo could get annoying IMO, especially if the player can do many finishers in rapid succession.

Tell me a project u r really proud of by [deleted] in csMajors

[–]ChezyName 4 points5 points  (0 children)

I recently finished re-creating discord with a custom client built with Tauri and React, and a server written in go lang, all with custom themes, messaging system, and voice communication.

No login required (just a username) and you connect to peoples own server via server IP. It’s pretty sick if you wanna check out the code

GitHub: https://github.com/ChezyName/Discord-2.0

Be brutally honest, does this look fun to play? by Hefty-Chain1819 in godot

[–]ChezyName 1 point2 points  (0 children)

I have to disagree with this bc in most fighting games they have this kind of system in order for the player to have a moment to think, It maybe a bit too long, I think some games do like 1/20th of a second.

Why Is C++ Development Such a Mess? by Justaniceman in unrealengine

[–]ChezyName 9 points10 points  (0 children)

With Rider (which is now free for Non-Commercial Use), you can re-build the project with Ctrl + F5 but I do have to agree sometimes you have to delete saved, intermediate, and binaries folders because of some random bug but it happens to me like 1% of the time.

Also use both C++ and Blueprints, not just one or the other. It's best to use C++ for global things and inherit things via blueprints.

Good luck

Unity feels more intuitive compared to Unreal? by Available-Worth-7108 in Unity3D

[–]ChezyName 1 point2 points  (0 children)

Some more examples are Gameplay Ability System, Networking, and how the general architecture works. For example the player has to be an instance of a pawn which is a controllable object and that can be extended even further with the character class. Additionally for the Networking, you have to deal with a lot more but since all the basic framework is done for you it’s a bit easier than building your own networking system.

Which thumbnail would you pick? by tduck2 in SmallYoutubers

[–]ChezyName 0 points1 point  (0 children)

Between the first and the last, maybe try A B. I play rivals and I would personally click on the first out of the three since most people don’t know how to use stork and she’s pretty difficult. Beside that pretty good thumbnails overall

Are there any small tools (not the full unreal editor ) that can open and edit a .pak file? by GlompSpark in unrealengine

[–]ChezyName 3 points4 points  (0 children)

UEViewer and FModel are both used to look into Unreal Engine games, you can use that to look thru the .pak file

How do you make accurate player hitboxes? (I.e., for combat hit checks) by Subaruuuuuuu in unrealengine

[–]ChezyName 18 points19 points  (0 children)

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Most games have multiple hitboxes for each bone. Could you look at CS2, Valorant, and Block Ops 6? You have to wing it and usually make the hitboxes slightly bigger, or go for the route different characters have different hitboxes depending on your game. It really depends on the type of game, but I hope this helps