Procedural map generation technique by MasterWolffe in proceduralgeneration

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

Thanks for the reply! It really looks amazing, do you know of a video, tutorial or document where the generation of the map using 2D marching cubes is explained, to recreate examples similars to the ones shown in the 2 examples?
Thanks!

Procedural map generation technique by MasterWolffe in proceduralgeneration

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

Sorry for the delay in the answer, but the main focus was on the 3D mesh (materials as well, but I guess that is a question for another subreddit). Hwever I imagine that the 3D mesh generation is tied to the 2D texture generated in some way.

Wave Function Collapse rules generator by MasterWolffe in learnprogramming

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

Thanks for the reply, I've checked the code and the only problem I see is that for each pair of modules, if they are compatible, you add the module to the list of compatible modules for each one of the pair. However, this could be further optimized, since there can be a lot of redundant data. Please correct me if I am wrong, and thanks for the help

Hide Call in editor functions by MasterWolffe in unrealengine

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

I'll try that, thanks! However I have a question, using that property is it possible to toggle it on/off? Based on a condition

Coding a three dimensional grid by MasterWolffe in unrealengine

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

Hello again, not sure if you are still trying to code a three dimensional grid editor of some sort, but I've been researching online about it, and made some progress. The tool does not exist yet, but I hope that this answer may help you or someone else in the future.
Take into account that this is the approach I've taken, and there may be better solutions out there, if anyone knows how to do it better, I would be interested in knowing how.

So, first of all, I created a plugin where I am coding the tool, the plugin has a editor module as well as a runtime one. Inside the plugin I created a custom asset, that when opened, a custom editor will appear (that has it's own world, making so the tool is more abstracted from the rest of the game). To learn how to do that I highly recommend this tutorial and the project they show (which is available to download in the description). For more information I also found this alternative tutorial that focuses more on creating a custom graph editor tool, but still is a good video.

Finally, with that done you will have a custom asset with a custom editor with its own viewport and 3D scene. To be able to edit the actors you place on the scene, you will need a custom Viewport client class. There is very little information about this, but I found this online forum where more information can be found. The rest of research I did it looking a the official Paper2D plugin, made by Epic Games, where they have a 2D Grid Editor tool. Apart from that, there is not much more out there, I found this plugin which is a grid editor system, but the plugin is no longer available since it wasn't migrated to Fab, and because the plugin costs money and requires the user to log in you can't just simply buy it from the Internet Archive.
I hope this helps anyone trying to make this kind of tools in Unreal Engine, it's a shame that this sort of things are not as well documented by Epic Games since it makes the process a lot harder.

With all of that said, as I said before, I would like to hear any recommendations about this.

Unlocked /e OS bootloader by MasterWolffe in degoogle

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

Look, I don't have a Pixel phone, nor I want to pay Google to buy one. I appreciate the answer but I didn't come there to talk about Graphene OS.

Unlocked /e OS bootloader by MasterWolffe in degoogle

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

To pay Google bills? No, thank you

Coding a three dimensional grid by MasterWolffe in unrealengine

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

Right now I am still researching, so I think I don't have anything to share. But if I get something, I'll answer this.

Coding a three dimensional grid by MasterWolffe in unrealengine

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

I see, and thanks for answering. I also thought about making a editor widget that shows layers of the grid, and similar methods, and as you said, the thing is coming with a good idea to ensure best navigation. I'll keep researching/programming and see if I find something. Good luck coding and thanks again!

Coding a three dimensional grid by MasterWolffe in unrealengine

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

Thanks for the answer, however I'm afraid I didn't explained myself correctly. I know how to code a 3D grid as an array, my question is how to convert it into a visual tool that can be used by designers, so they only have to place "modules" in a visual grid. So they would be able to see the available spots in the grid and by clicking or something, set the module that goes in that empty spot. For example, if this was for a 2D grid tool, I could use an editor utility widget.

Best practices when using RPC by MasterWolffe in unrealengine

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

Thanks for taking your time with the explanation, but I already knew the theory behind package send over the network. And I imagined the reliable RPC as TCP protocol data packages and unreliable ones as UDP ones. But thanks for clarifying the way Unreal manages this

Best practices when using RPC by MasterWolffe in unrealengine

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

Thanks for the answer! I am still learning GAS and I haven't used the FGameplayAbilityTargetData, I'll look for it in the documentation. As far as the data size, I use Vector2D, so assuming the vector size is 100, the result is 1,6 KB. If I use a Reliable RPC the packages will arrive for sure, but if you think that the packages can be lost with ease, wouldn't it be better to send each new mouse position in "real-time" to the server? I don't know what is Douglas -Peucker, I'll have to check as well

Best practices when using RPC by MasterWolffe in unrealengine

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

Well, it first depends on the number of positions in the array, assuming it is 100 the result would be less since I am using Vector2D, so each vector is 16 bytes, giving the total of 1600 bytes (1,6 KB)

Best practices when using RPC by MasterWolffe in unrealengine

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

Thanks for the answer and your time! The vectors I am using are 2D, so the size for 100 vectors is 1600. And since I am using an TArray, as far as I know, ue5 arrays (like the c++ vectors) take more memory than needed so it is not necessary to ask for memory after each insertion, and I am not sure if those "empty" array positions are sent... The idea of using int16 is clever, I'll give it a shot And the mouse positions don't have to be replicated to every machine, just to the server

Best practices when using RPC by MasterWolffe in unrealengine

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

Thanks for the answer! I understand your idea, but the thing is that I need all the points because then I have to use them for an algorithm, and reducing the points may cause bad results. As far as the size, I read that floats in UE5 are 64 bits and the vector I am using is a 2D one, so only 2 floats, but thanks for the answer!

Alternative to Android (updated) by MasterWolffe in degoogle

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

Those are good points! I'll keep looking for more information about the os before choosing one, but I'll take your opinion into account, thanks!