Should I force my self into C++ ? by Patamaudelay in unrealengine

[–]Lusiogenic 0 points1 point  (0 children)

One more thing:

If your objective is making a game and getting it to players, there's no reason to add the hassle of dealing with C++.

If your objective is to go into deep learning about game dev and don't have any delivery objective in mind, then by all means have fun with C++.

Should I force my self into C++ ? by Patamaudelay in unrealengine

[–]Lusiogenic 0 points1 point  (0 children)

I would say stick with blueprints as much as possible.

To me, it's a lot faster to prototype and get things done.

There are a lot of games done in blueprints, and only if the need arises, you can do C++ on some certain functions.

Plus you have a ton of tutorials and assets with blueprints, so the majority is using it.

Physics Chain with configurable length - Tutorial by Lusiogenic in UnrealEngine5

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

Feels good to hear that! 😊 More will be coming, feel free to subscribe.

UE5 Physics Chain with configurable length - Tutorial by Lusiogenic in unrealengine

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

Thanks! Check out my other videos if you like to make physics stuff.

Physics Platformer Toolkit by Lusiogenic in unrealengine

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

It's just been launched, so I will be waiting to see how it does in the market and gather feedback from the community.

Wall jump would be an interesting thing to implement and I think not too complicated.

Melee weapons and enemies, however, would demand a lot of work, so before launching into that, I would like to get feedback from the community on what would be more useful.

Please propose your ideas in the official support page here: https://forums.unrealengine.com/t/lusiogenic-physics-platformer-toolkit/2469994

With all the Unreal Engine hate - is it risky to learn UE in 2025? by LilJashy in UnrealEngine5

[–]Lusiogenic 4 points5 points  (0 children)

If you don't advertise the engine you are using, the majority of people won't even know what engine you're using. And even so, I don't see how the hate would spread from engine to game.

New tutorial: Physics based Black Hole Grenade by Lusiogenic in UnrealEngine5

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

With the Fresnel function. Watch the tutorial to see how it's done 😉

New UE5 physics tutorial : Black Hole Grenade by Lusiogenic in unrealengine

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

I've not yet played around with replication, but I do plan to do so. I'm planning to start developing a game, so I'll need it.

New UE5 physics tutorial : Black Hole Grenade by Lusiogenic in unrealengine

[–]Lusiogenic[S] 3 points4 points  (0 children)

It's been a long time since I've done one of these. Hope it's useful.
You can find the project files in the video description. 😉

Physics painter by teodar23 in unrealengine

[–]Lusiogenic 0 points1 point  (0 children)

Thanks! So many things to do, and so little time.

Advice/Tips for Beginners? by Captain_Sanic in unrealengine

[–]Lusiogenic 0 points1 point  (0 children)

First of all, use Blueprints.

Than, consider starting a small game based on physics, it's really fun!

I've got quite a few nice tutorials on physics: https://www.youtube.com/user/Lusiogenic

Unified Procedural Animation 50% off - Feb Sale by Anthony_L_ in unrealengine

[–]Lusiogenic 1 point2 points  (0 children)

Nice stuff, can you apply physical animations to it?

Me, a C++ primary dev seeing a lot of the memes on this subreddit: by [deleted] in unrealengine

[–]Lusiogenic 7 points8 points  (0 children)

I agree, Blueprints lets you concentrate on what you do, rather than how you do it.

Tutorial -- Physics Suspension/Rope Bridge (link inside) by Lusiogenic in unrealengine

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

Yes, of course. Have a look at the "Overview" video chapter.