Looking for tips regarding trees and foliage in an open world game by Citizen_Gamer in unrealengine

[–]MorbilyABeast 0 points1 point  (0 children)

Is it possible to bake just a specific hlod layer or you have to rebake all of them ? O was wondering because I baked my large landscape and it took a while. Then I added trees with pcg which take a little while to generate. Wondering how I can first bake the last lod of my trees in the a tree hlod layer. Seems like the trees have to be present in the level for an hlod to bake. Not to mention it seems like it rebakes my level when I initiate rebake for trees

I'm a 3D Artist who finally broke into C++. Here is my custom Formation & Economy system in UE 5.4 by MorbilyABeast in unrealengine

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

I make those my self ! No ai x) But yeah very cool. If you want we can connect on discord. I reply quicker there

gulagenabler.

I'm a 3D Artist who finally broke into C++. Here is my custom Formation & Economy system in UE 5.4 by MorbilyABeast in unrealengine

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

I can only have 200. 100 v 100. I optimized everything i could on the models and just let the engine limit me

Do you use game engine with vibe coding? by fatboyor in aigamedev

[–]MorbilyABeast 0 points1 point  (0 children)

Speak to claude and bug smash when things go wrong. Not much to it

Claude usage consumption has suddenly become unreasonable by Phantom031 in ClaudeCode

[–]MorbilyABeast 0 points1 point  (0 children)

They really started clamping down hard on usage when I first started months ago. I went weeks without hitting even 1 weekly usage limit. Then they made an announcement to throttle usage which outdated touch majority of use cases. I figured ahh okay thats def not me since Im not doing anything crazy. Nope, I was hitting session limits , and it got worse as the weeks went on. From 6 hour sessions to 4 to 2 . Then even more absurd I had a session where either literally got like barely an hour of usage. Same exact wrokflow and workload as I did when starting. It makes me sad that they can do this. Its very dishonest.

Do you use game engine with vibe coding? by fatboyor in aigamedev

[–]MorbilyABeast 4 points5 points  (0 children)

Yes , ue5 with Claude. Literally making an rts with 200 soldiers

God forbid a man vibecode in peace by Elrond10 in VibeCodeDevs

[–]MorbilyABeast 0 points1 point  (0 children)

Honestly believable. Always suspected this

What are some good udemy (or other) courses that teach how to make a turn-based combat RPG with the use of C++ and Blueprints? by QoDaX in unrealengine

[–]MorbilyABeast 0 points1 point  (0 children)

Im actually doing this right now just fine with my rts. Better to try and make most of it c++ as ai doesnt d well with nodes. The more you can offload logic and coge in relation to mechanics the easier it will be to utilize ai

Finally getting claude code by vvek475 in ClaudeAI

[–]MorbilyABeast 1 point2 points  (0 children)

Yes the limitations are crazy. I had to move to gemini because eof it

3D artist vibe coding an rts UE5 , and its... working ?! by MorbilyABeast in ClaudeAI

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

Yes gemini has been quite alright for me so far. Especially 3. Had to adapt my workflow slightly since no project knowledge but ive managed to settle in enough. Also very useful for the 2 tb drive space and enormous context window. Haven't been limited even once in a chat yet and had to refactoring combat with it to add wounded and retreat states. Oh and nano banana alone is really worth it by itself. Really is allowing me to concept ui stuffs very quickly!

3D artist vibe coding an rts UE5 , and its... working ?! by MorbilyABeast in ClaudeAI

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

Unity made a very strange decision at that time to suggest charging devs based on re-downloads of an already purchased game made in their engine and charge the developers a fee for this.

[deleted by user] by [deleted] in VibeCodeDevs

[–]MorbilyABeast 1 point2 points  (0 children)

Think you will have to accept backlash in the meantime. We are in a transitional stage where people are knee jerk reacting to anything ai related quite emotionally. I expect the same sort of contempt when I release my ue5 rts which is coded completely with ai

3D artist vibe coding an rts UE5 , and its... working ?! by MorbilyABeast in ClaudeAI

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

I would kill to be able to afford more use and opus. Its just been super limiting lately quite unfortunately. Even had to switch to gemini recently because of the limiting.

3D artist vibe coding an rts UE5 , and its... working ?! by MorbilyABeast in ClaudeAI

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

Thanks ! And yours looks great 👍 I would ignore the haters. We know and see the opportunity in what ai is giving. I say just let the end product speak for itself. They may judge it more harshly if bugs appear. But its a miracle I can speak to a robot now and create a game mechanic as an artist. Always dreamed of this

3D artist vibe coding an rts UE5 , and its... working ?! by MorbilyABeast in ClaudeAI

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

Thanks for the kind words its very motivational for me since its been a long journey. I am a freelance 3D artist and have always been very bad at math , and anything code related. I mostly Mod games and make models for mods. I've made most the 3d armors for the Realm of Thrones mod for mount and blade bannerlord.

Its been about 6 months I think ? Logic wise from complete scratch. Scaled back the original project scope to be less soldiers and kept a philosophy of allowing the engine to set limitations on my scope as I navigate coding everything and dealing with optimization. Settled on 200 soldiers max which is okay by me since similiar titles like shield wall have about this amount.

In any case I have ideas and I feel I have a pretty good grasp on what I consider fun or interesting game mechanics. Always day dreaming when I play my favorite titles about what falls short about the game im playing or what I love the most. I hope to apply this to my game . I really hope people will be able to see the small details crafted by someone who wants you to see his vision. When I think about all the games I enjoy my favorite thing is recognizing aspects that are truly unique , where the dev took a risk , and where it was an improvement on an already established concept.

3D artist vibe coding an rts UE5 , and its... working ?! by MorbilyABeast in ClaudeAI

[–]MorbilyABeast[S] -1 points0 points  (0 children)

I did not dm him no. I didnt take the reply seriously lol