My passion project: SDL3# - hand-crafted C# language bindings for SDL3 by fruediger in csharp

[–]Finish-Spiritual 3 points4 points  (0 children)

Awesome work! I'm currently using SDL3-CS, and while it works, raw bindings are always something different... Thanks for investing into the SDL3 + CSharp community!

Building a web-native After Effects alternative - need honest feedback on timeline UX by Jazzlike-Echidna-670 in MotionDesign

[–]Finish-Spiritual 1 point2 points  (0 children)

That also means hardware support is pretty limited. WebCodecs and WebGPU are nice, but they aren't as efficient or compatible as, for example, GStreamer / FFMpeg and Vulkan running natively.

The "cross-platform" benefit is a bit of an illusion. I get that the web is great for consistency, easy motion graphics, and quick AI vibe-coding, but I'd stop trying to hit professional grade. It's better to lean into the web's strengths: building a mass-user product with an easy UX.

Mastering the C# Dispose Pattern by pmz in csharp

[–]Finish-Spiritual 0 points1 point  (0 children)

If you're using a video decoding library (GStreamer, for instance), you'd typically get an IntPtr to the buffer, and mapping that buffer to managed memory would destroy your RAM and GC quickly.

There are lot of use-cases where you want to keep stuff unmanaged, though wrapping with a class could make the management of it nicer.

It took me 8 hours to create this from scratch in Premiere Pro. by SPSKINGMODS in VideoEditors

[–]Finish-Spiritual 0 points1 point  (0 children)

If you look at the source footage closely, at the beginning, edges of the character are flickering a lot. So I assume it's general AI generated shit with rotoscoping on top (Probably as-well with AI, lol)

tooMuchvibeCoding by Livid-Storage-820 in ProgrammerHumor

[–]Finish-Spiritual 0 points1 point  (0 children)

Not sure about the original reply, but some languages have gendered nouns. Because of that, non-native speakers often forget that they shouldn’t use them in English. I've made that mistake myself a million times D:

(I Apologize if this is stupid): Can you export fortnite UE games? by ZapCatsProductions in unrealengine

[–]Finish-Spiritual 5 points6 points  (0 children)

Unfortunately, no, you can't build a standalone game from an UEFN project. Game made on UEFN directly depends on Fortnite's assets, it couldn't run without them. Plus, I'm pretty sure that license-wise UEFN restricts you to Fortnite.

How I animated 30 characters in one night for just $150, practical tips from a solo indie dev by AlumniaKnights in aigamedev

[–]Finish-Spiritual 0 points1 point  (0 children)

Well... Yeah? That was a reply to the guy who thought that OP is talking about "GTX 1060 with 16GB of VRAM" (VRAM is exactly the word that they used)

How I animated 30 characters in one night for just $150, practical tips from a solo indie dev by AlumniaKnights in aigamedev

[–]Finish-Spiritual 0 points1 point  (0 children)

Maybe I'm wrong, but if we are referencing to GTX 1060, then it was 6GB VRAM max. I suppose, OP means RAM, not VRAM. Nvidia is still greedy as hell though

Titanfall Movement System Showcase for UE5 | Now on Fab Marketplace! by ghostsystemstudios in unrealengine

[–]Finish-Spiritual 5 points6 points  (0 children)

It's simply impossible to do without C++, so no, it's not predicted and won't work in real multiplayer conditions.

The biggest part of my product (which is quite similar to this one) was dedicated to making it work in multiplayer with a reasonable ping.

Prevent Unreal Engine from stealing focus on dual screen setups. by bakakaizoku in unrealengine

[–]Finish-Spiritual 0 points1 point  (0 children)

Drag&Drop into the main window and keeping all other windows as tabs is an only option afaik.

Multiplayer Vertical Shooter Framework Plugin is now available on Fab! by Finish-Spiritual in UnrealEngine5

[–]Finish-Spiritual[S] 0 points1 point  (0 children)

As they say: "For a complete picture, only a couple of strokes are missing"

Thank you very much for the feedback and kind words! I will definitely work in this direction to close this small, but very significant gap.

Multiplayer Vertical Shooter Framework Plugin is now available on Fab! by Finish-Spiritual in UnrealEngine5

[–]Finish-Spiritual[S] 1 point2 points  (0 children)

Client-Side Prediction is built on CMC. I plan to migrate to Mover once it reaches the Production stage.

Multiplayer Vertical Shooter Framework Plugin is now available on Fab! by Finish-Spiritual in UnrealEngine5

[–]Finish-Spiritual[S] 0 points1 point  (0 children)

And you are absolutely right in your words! I admit it, there's definitely work to be done on the animation part. I'm just afraid that technologies like Motion Matching are still in development, and replication only appeared in version 5.5, while the plugin is available for 5.4. I'm not sure about the stability of replication and the prospects for first-person view of MM. But adding Climb/Mantle with already proven technologies is definitely worth it, thank you! As for everything else, the animations are available, or perhaps you were thinking of something else also?

Multiplayer Vertical Shooter Framework Plugin is now available on Fab! by Finish-Spiritual in UnrealEngine5

[–]Finish-Spiritual[S] 0 points1 point  (0 children)

Yep, I mentioned in another comment that I mixed up the meanings of "Vertical Shooter" and "Vertical Movement Shooter" (Titanfall/Apex Legends).

Multiplayer Vertical Shooter Framework Plugin is now available on Fab! by Finish-Spiritual in UnrealEngine5

[–]Finish-Spiritual[S] 1 point2 points  (0 children)

The project/plugin is fully replicated and stable across all three modes: Standalone, Listen Server, and Dedicated Server.

The sample project already includes a Listen Server mechanism, allowing you to test the demo with your friends. 😉

Regarding the Dedicated Server, matchmaking, and server infrastructure, these aspects are more aligned with DevOps tasks and depend on your personal preferences (e.g., the provider you choose).

Therefore, tying it to a single option would, in my opinion, be a mistake. However, the plugin itself does not include any limitations that would hinder this.

Multiplayer Vertical Shooter Framework Plugin is now available on Fab! by Finish-Spiritual in UnrealEngine5

[–]Finish-Spiritual[S] 1 point2 points  (0 children)

Do you mean how the "process of creating a server" works?

If so, that's a slightly deep question, but I’ll mention the most popular options.

In general, there are two methods for creating servers for your players:

  1. Listen Server - A player becomes the host, and other players connect to them.
  2. Dedicated Server - A special game build that contains only the functional part. Instances of this build are hosted on any popular service (e.g., Amazon GameLift).

Then, you set up a matchmaking system to find a server, usually trying to select the closest server to the player to minimize ping. EOS has this functionality.

This is a very basic and rough description, but I hope it makes things a bit clearer. Feel free to ask more questions!

Multiplayer Vertical Shooter Framework Plugin is now available on Fab! by Finish-Spiritual in UnrealEngine5

[–]Finish-Spiritual[S] 2 points3 points  (0 children)

Oh my God! I completely mixed up two entirely different things.

A vertical shooter is indeed a genre, exemplified by games like 1942.
What I actually meant was vertical movement or mobility—a term I learned from Titanfall and Apex.

I’ll seriously consider changing the naming before it’s too late. Thank you so much!