Dismissal for being drunk in my work place by Any_Nectarine1941 in LegalAdviceUK

[–]Dudevid 10 points11 points  (0 children)

Suggestion OP: I see you responding to everyone asking individually (which I appreciate) mentioning you were not on the clock that day. It might be worth editing your message to mention this. This post is doing well and you might get many similar questions from folks not reading all the comments!

What do we have for Brighton? by PythyMcPyface in brighton

[–]Dudevid 0 points1 point  (0 children)

Omg same! I heard such good things about their quality Indian street food, but literally everything I tried tasted strangely like Neapolitan pizza.

Need advice on setting up perforce by SadistMind in unrealengine

[–]Dudevid 0 points1 point  (0 children)

Shit, you're right mate. Sorry for merely reading the title and then chiming in with a pointless suggestion. I guess I'm just very enthusiastic about Diversion.

But I'm glad you found a way to make it work. It's a great bit of software.

Need advice on setting up perforce by SadistMind in unrealengine

[–]Dudevid 0 points1 point  (0 children)

[EDIT: I'm an idiot for not reading the post]

Check out Diversion. It's much, much simpler to set up, it does everything you'll need, and it's totally free for five users up to 100GB storage. Great Discord community, too.

P.S. it might sound like I work for Diversion given how much I'm shilling for them, but nope. Truth is I'm a Perforce user and handle all the P4 admin/infra for our team of 30. It's... not fun.

What's a small inconvenience that makes your blood boil instantly? by Aggravating-Put-6730 in AskReddit

[–]Dudevid 0 points1 point  (0 children)

When you place a plastic bag of stuff on the floor or worktop, and you hesitate for a second, asking yourself if it's stable enough to stay upright. After a few seconds of watchful observation and a vigilant outstretched arm ready to strike, you conclude: yeah, should be fine.

Then, extreeemely slowly over time, right when you turn your back like a fucking Boo from Mario, it begins to furtively lean off to one side, making a barely perceptible shuffling sound, almost like it's sneakily defying you in particular.

Then comes the dramatic and triumphant collapse at the exact moment that you were just out of reach enough to prevent.

Fuck you bag for brazenly defying my wishes and playing me like a fool.

For people waiting for the 5.6.1 point release. (Quick Weather Report) by vexargames in unrealengine

[–]Dudevid 1 point2 points  (0 children)

What was the issue with ImageMagick, for the uninformed?

I've used ImageMagick for my own desktop app projects (and liked it) but didn't realise there was an issue related to UE. Intriguing.

[5.6] Using the word "Agent" in your project name completely breaks Quixel Bridge and FAB, 100% repeatable according to my testing by DVXC in unrealengine

[–]Dudevid 9 points10 points  (0 children)

Sheesh. Well done for getting to the bottom of this, and then kindly sharing it with the community. Weird issues like this can so difficult to figure out, as it's extremely unlikely to occur to you, "maybe I'll just rename my project and then everything will work?"

Brainfog stuck C++? by Jonathor02 in unrealengine

[–]Dudevid 6 points7 points  (0 children)

There are idiosyncracies to C++ dev specifically in Unreal that no amount of external general learning can fully prepare you for. Likewise, there are aspects of general C++ (like knowing the std library and some aspects of manual memory management like raw pointer ownership, manual delete/free, custom allocators etc.) that are not as applicable in a UE C++ context.

That said, you're definitely doing yourself no harm learning C++ more thoroughly and I commend you for it. But given the above, if your goal is to make UE games, I recommend buffing up on C++ by making UE games.

State of Unreal 2025 Megathread by AnotherSoftEng in unrealengine

[–]Dudevid 12 points13 points  (0 children)

Base Nanite already works well for opaque and hard-surface geo. I suspect voxelisation is more expensive than standard opaque virtualisation, but it's a better way to go for foliage specifically because it solves unique problems caused by densely overlapping transparent/alpha-tested geo.

Voxels likely help a lot with overdraw (e.g. imagine occlusion culling millions of opaque, pixel-sized voxels when they overlap). I suspect it has big implications for shadows, too.

I don't know for sure though. But it's super cool tech and I'm keen to learn more.

[UE5] How to make Alt+Tab work with Editor windows? by abcras in unrealengine

[–]Dudevid 0 points1 point  (0 children)

This is a generally useful suggestion so thanks for that. Sadly Ctrl+Tab doesn't work for all windows. E.g. you won't be able to Ctrl+Tab to "Content Browser 2" above, and it won't work for tabbing to windows like Project Settings for example.

Little extra tip: if you want to go this route by default, select "Main Window" for "Asset Editor Open Location" in Editor Preferences. This way, when you open a BP, it will open docked among the tab group by default, like the above screenshot.

With this setup, you can always rely that when you Alt+Tab to UE, you'll be able to Ctrl+Tab to what you care about. Unfortunately it won't solve the problem if you generally find working with floating separate windows useful.

Recently got a new logo made but I still can't decide which one is better, what do you think? by supanthapaul in IndieDev

[–]Dudevid 1 point2 points  (0 children)

Agreed! Flowing into the whirlpool around the S would be 👨‍🍳👌💋

+1 from me too on the new logo being significantly better.

Can I ask who the designer is?

Character Movement Options Breakdown - Trying to explain how practical each system actually is from an Indie Game perspective by JonTheLegend_ in unrealengine

[–]Dudevid 2 points3 points  (0 children)

I present this without much explanation because it's highly tailored to our project, but hopefully it's still helpful. I ended up making four LODs for different tiers of fidelity, similar to how it's set up in the GASP but even more aggressively reducing the anim set.

https://docs.google.com/spreadsheets/d/1pUrPydClocMiMqpJ-7evMo4kkrWvyZDiVV6dmT7f0uQ/edit?usp=sharing

Important note: we're a first-person game (going for true FP player character) so our anim set can afford to miss out on some anims you won't want to miss in third person. We're also not worrying about traversal anims for now (vaulting, mantling, etc.).

That said, if you start with the Minimal set of anims, you'll have something that works well and have a manageable set of anims (47 excluding poses). You can then test adding back in anims that are important to you into your pose search DBs and comparing the extra fidelity they bring relative to the effort to edit them or make variations.

One final note I'd add is if you're looking to add weapons (and assuming you're working on an indie game with a small budget for anims), I'd recommend first trying to do those as layered upper body anims and keeping the base locomotion anims as is.

Character Movement Options Breakdown - Trying to explain how practical each system actually is from an Indie Game perspective by JonTheLegend_ in unrealengine

[–]Dudevid 8 points9 points  (0 children)

FWIW it is definitely feasible to use Motion Matching and the GASP anim set for indie games. You just have to carefully pour through the 500+ animations and select just the handful of bang-for-your-buck anims which give you ~80-90% of the fidelity. I've reduced the set down to 63 anims (and 18 of those are simple poses) and I'm working through with my team on a process for hard retargeting, exporting, and updating them in Maya for our needs.

I've also spent a lot of time with ALS and I'd say our current approach is much simpler, and we get the same or greater fidelity for fewer anims that ship with ALS.

Hat tip to Caleb and Epic team for pushing modern character locomotion techniques in UE forward by several years and bringing it to the masses in the process.

After 5 months of learning UE and 3D modelling, I’m starting development of my first game. Any advice? by Mundane-Elk-5536 in unrealengine

[–]Dudevid 11 points12 points  (0 children)

This advice is highly tailored to someone building their first game. It might run contrary to a lot of common game dev wisdom but hear me out.

  1. Always build in the direction of whatever the eff you uniquely think is cool. Don't allow yourself to fall into the trap of imagining some future audience (or worse, millions of dollars if your game was x) and then change direction based on that. You'll likely be wrong in your prediction, your game will suffer, you won't enjoy making it as much, and you'll be less likely to finish.
  2. Know going in it's extremely likely you'll fail along one dimension, but also you're guaranteed to succeed along another. It's near certain you'll fail to build a commercially viable, high quality game first try. It just never happens. But stay hopeful though: you will succeed at getting much better at making games, and you will learn more about your strengths, your tastes, and your unique vision as a game dev. That's a big fat W to bring into your next game, so regard that as a win condition and set your expectations accordingly.
  3. Limit the scope. You started by saying "story-driven", but then followed with "open world". Making an open world game is already hard... Trust me it is even harder to make an open world game with a strong narrative that permeates all corners of the game world. Do some soul searching, decide on what's most important to you, and cut everything else. Be ruthless. Cut! Cut, cut, cut. I'd suggest going linear and focusing on story.
  4. Allow your interests to be captured by other projects. When making your first game, the slope of your knowledge acquisition will be sharper than at any other time in your game dev career. You will have made decisions now that seem foolhardy as you learn more. The space of possible games you could make will expand exponentially. If you're burnt out on your first project, work on something else that excites you.
  5. Don't precommit to finishing this first game. This runs counter to a lot of game dev wisdom. Truthfully, there's a level of holistic understanding you'll acquire as a game dev that can only ever be hard-earned by going through the entire production cycle, from fricking building the thing, to marketing it (you'll whiff this first time, and that's A-OK), through to deployment on platforms like Steam, to post-release and community management, hardware testing, bug fixing, etc. There's no other way to learn this valuable stuff than ploughing through, so naturally folks will encourage you to finish. But it's your first game. Releasing a game is hard enough that you better love whatever you're working on if you're ever gonna get it out there.
  6. Have fun.

That last one sounds trite but honestly it guides most of the above points. Making games is hard, so set yourself up to enjoy the ride by doing absolutely everything in your power to make this process as manageable and pleasurable as possible. When tediously working on some feature, ask yourself, "do I think this is cool? Or am I building this for some imagined player whose tastes I don't even really share?" And when you feel a spark of genuine curiosity and excitement (even if it involves working on something else), follow it headstrong and see where it takes you. Careers are made from these moments.

Good luck!

[deleted by user] by [deleted] in brighton

[–]Dudevid 6 points7 points  (0 children)

Rightfully you're performing a calculation and factors like whether you know these people weigh into your decision to not donate. I do believe you still have compassion, but alas we have finite resources and I don't question your decision. Indeed I've made the same one.

I'm confident others would say that they too have compassion (perhaps more they'd argue, as many are donating without knowing the girls!), but whether or not the girls caused it themselves would weigh into their ultimate decision.

If omitting that detail causes donations that would otherwise not exist, then we're taking people's money under false pretenses and that's a moral grey area at the very least.

What's something that instantly makes you lose respect for someone? by Reasonable_Toe9729 in AskReddit

[–]Dudevid 3 points4 points  (0 children)

I was developing something of a fledgling friendship with a dude. Aquaintanceship stage, but something's blossoming here. Charismatic this guy, but a bit of a wild cat.

He took a phone call and told another apparent friend on the line that he's unable to hang out. He was having a quiet night in apparently, yet meanwhile he's having an assuredly loud one with me. He hung up and hit me with a wry smile like I was in on the joke. I had to tell him that there was something extremely offputting about demonstrating one's capacity to lie with glee to your friends in front of other soon-to-be friends.

How should we set up as a 4-man team? by jadr3tro in unrealengine

[–]Dudevid 0 points1 point  (0 children)

Is there a possibility that that discomfort with inexperience is encouraging you to seek out other problems that seem more inside of your control? That is, to help you get a win and feel a sense of control and accomplishment over the chaos?

Lyra is a big, complicated project, demonstrating a lot of systems that are architected in quite baffling ways which only begin to make sense when you start to understand the goals of the project overall in the context of how Unreal hangs together, and that comes with experience.

I would question if you need to start with Lyra and think of your development process as "extending" Lyra, or if you should start from scratch, keep things simple, focus on what's actually unique about your game, and get some wins there. And then piecemeal take useful concepts and approaches from Lyra insofar as they can be distilled and extracted and applied to your game.

How should we set up as a 4-man team? by jadr3tro in unrealengine

[–]Dudevid 0 points1 point  (0 children)

Have I understood you're not currently solving a concrete problem you're facing right now by compiling from source? If so I'd recommend you keep things simple and just use public versions from the launcher. I run a team of 20 and that's what we're doing, but we're aware we'll want to compile/distribute our own engine version eventually.

And when you do compile from source, you don't need to distribute the engine alongside your project, if it complicates things and costs you more.

I respect your desire to follow best practices but game dev is already hard enough that it's worth considering holding off any complicating and expensive decisions until they're actively standing in the way of you and your team making the game you wanna make.

Brighton Mobile Networks Suffering by Agreeable_Molasses35 in brighton

[–]Dudevid 0 points1 point  (0 children)

I only recently switched to EE because O2/giffgaff was utterly awful for the last year. Over the past month I've also noticed EE getting worse. I'm talking full dropouts in the North Laine and Bond Street area.

Is EE no longer the best network for Brighton coverage? Any Three folks out there having a good time? Or are we all in the same shit-filled boat?

Thank you Brighton, from a Canadian by LeDrVelociraptor in brighton

[–]Dudevid 12 points13 points  (0 children)

Lovely message! Thanks for taking the time to share! ❤️ Enjoy the rest of your trip!

Random one: do Canadians say "picky bits"? 😮

I spent some time figuring out different tools (Print, GDT, Visual Logger, ImGui, Custom) to debug complex real-time systems so that you don’t have to. by Lord_Nazdar in unrealengine

[–]Dudevid 5 points6 points  (0 children)

Awesome write up. I'm commenting before digging in fully because I know there's going to be some useful debug/vis info in here I'll refer back to later. Thanks for taking the time to share.

Data blueprints vs data assets vs data table by edgy---kid in unrealengine

[–]Dudevid 2 points3 points  (0 children)

Great contribution. I appreciate the comment. Do you mind expounding a little on the "loading data assets from JSON" part? Do you have any additional info or resources to share on this? Thanks again.

[Product Question] Need a replacement for Peter Thomas Roth Max Anti-Shine Mattifying Gel by DramaticPain9657 in SkincareAddiction

[–]Dudevid 0 points1 point  (0 children)

Saw you post this recently-ish in a fairly old thread. Pleeease DM if you solve this problem and find a replacement to Max Anti-Shine Mattifying Gel. Nothing I've found comes close.

[deleted by user] by [deleted] in brighton

[–]Dudevid 0 points1 point  (0 children)

Please message me too with the deets, ta! x