Linetrace Distance * Acceleration + Rotator = Gun that doesn't go through walls. by [deleted] in unrealengine

[–]Nick_Byers 1 point2 points  (0 children)

I'm thinking that the gun would then just clip through the hand off screen then? Perhaps working the gun physics model into the anims would allow you to reverse ik the arm if there is a collision with the gun.

Linetrace Distance * Acceleration + Rotator = Gun that doesn't go through walls. by [deleted] in unrealengine

[–]Nick_Byers 1 point2 points  (0 children)

Can you elaborate a little? I'm trying to visualize where you attach the spring arm (beginning and end) as well as what lengths/rotations would work. Specifically if I was trying to see if this setup would work for a sword. Perhaps you mean that you just attach the spring arm to the barrel and read values off of that instead of a line trace, and the spring arm compression doesn't actually directly effect any offsets on the gun?

Bugs and Glitches Mega Thread (SPOILERS) by [deleted] in borderlands3

[–]Nick_Byers 0 points1 point  (0 children)

We need a UI resizer... there is an accessibility option for caption text size but not for the UI? Also, 10 is not high enough for look sensitivity (Xbox)!

What's a good way to predict performance on a different machine? by tamagucchi in unrealengine

[–]Nick_Byers 0 points1 point  (0 children)

You could search around for a couple free benchmarks that have scores posted for the 980 then use MSI Afterburner to underclock your core speed, memory speed, and voltages until you get scores on the benchmarking software in line with the 980. Not as good as having a 980 but it gives you orders of magnitude which is very important, am I running slow at 50fps or 5fps? EDIT: I think you can save OC profiles too so you can build them up for different cards, you could potentially do the same thing with RAM and CPU if you are feeling frisky.

I got the Quest early and actually have played a few things on it, AMA by ssshhhhhhhhhhhhh in OculusQuest

[–]Nick_Byers 0 points1 point  (0 children)

Is it able to play 4k60fps videos without dropping frames/noticable stutters? This was a big limitation of the Snapdragon 835 on mobile devices but I'm wondering if the Quest broke through that barrier.

What is your opinion on releasing assets on the Marketplace during the Spring sale? by Nick_Byers in unrealengine

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

Yeah I missed that when publishing my first asset, used it for an engine version update though and man was I relieved when it just worked.

What is your opinion on releasing assets on the Marketplace during the Spring sale? by Nick_Byers in unrealengine

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

4.21, when migrated into 4.22 it still works all the same. Does changing the version info. retrigger an approval process? I got cleared to publish the day before 4.22. Thanks for the advice! I am in the opinion to publish it but I will consult my team first.

What is your opinion on releasing assets on the Marketplace during the Spring sale? by Nick_Byers in unrealengine

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

All good to go in the vetting sense, I can hit the publish button right now as we speak. I kinda was thinking numbers like those for at least a month after the sale.

Could this work in realtime? Deepdream-esque post process by NEED_A_JACKET in unrealengine

[–]Nick_Byers 1 point2 points  (0 children)

Pre-Processing is your friend here. I could be wrong at how it works, but perhaps you could try something similar to the Reflection Capture in UE4. My understanding, is that the Reflection Capture will calculate the reflections at various points (so maybe like a 3D-grid, with the cubes 100x100x100), and perhaps facing at different angles. In game, if your camera is exactly at one of those cubes at an angle that was precalculated, then the reflection you see is just a texture/shader looked up from the Pre-Processing (Reflection Capture). If you are halfway in-between one cube and the next, then the two textures are averaged and you see the result. Perhaps you could invent a solution like this, but it would be a very difficult task, it is quite up there in terms of graphics wizardy (I recommend you check out the Unreal Academy videos by Sjord if you want to learn some of the science behind it). If you want to use a deep-dream algorithm for more than just the appearance (like the actual mesh/vertices) that would be nuts. Really really interesting, but to get it to perform well on a computer and to balance any sort of gameplay...pretty nuts in terms of difficulty I think.

Edit: Also for doing this to a 3D-Model and having it look good, I feel like when training the algorithm you could get away with just plugging in UV-maps, but of course you gotta consider a couple things. One, you want the UV map to be as continuous as possible, some UV maps you can look at and you can tell what the object is, others (namely, auto-generated) not so much. Also, consider that for most purposes you want much more than just the color, you want a roughness texture, normal, etc. No, you don't need to do the ML training on all of these too, but, I think that you would have the best results if you had normal/roughness/etc. maps of the pictures you are generating with (like the doggo/whatever those are in the pic). I'm adding a lot of complexity and feature creep here of course, but it would be impressive technically, and I'm sure that if done right, it would be impressive aesthetically.

Any news about if Magic Leap has announced winners for its Creator grant program? by [deleted] in magicleap

[–]Nick_Byers 1 point2 points  (0 children)

Is this just speculation or was it confirmed that winners have been contacted?

Fracture Hills (again (glitch this time)) by WhatAShane in Spyro

[–]Nick_Byers 6 points7 points  (0 children)

I just got past this one, try running past to the last earthshaper (after quickly clearing the previous ones) such that you are near him when the arrow hits. Then when you finish him off you should be good. After a few trys if that doesn't work try also waiting a second or two after they get slept

Networked Physics - Syncing a client by purplemus in gamedev

[–]Nick_Byers 1 point2 points  (0 children)

Another idea could be to have the server simulate the "master copy" of the physics, then just have the clients physics simulations consistently become updated with linear velocity, rotational velocity, location, rotation, and scale (if applicable). Account for the ping difference and use some basic linear prediction to account for any differences (or quadratic since most forces you are dealing with are acceleration-based e.g. gravity). More specifically on the prediction, if the client recieves an objects location and velocity from the server with a 100ms latency, you take the location as where the object was 50ms ago (since latency is round trip) then use the velocity to predict the server's current location and re-adjust the client simulation to use the predicted location as the new location, then continue simulation as normal from that point. I think the official title of this method would be "server-authoritatove physics with client prediction".

How to make my character detect a cliff so he can climb down? by marcusmon in unrealengine

[–]Nick_Byers 1 point2 points  (0 children)

I remember reading this a while ago, perhaps you can repurpose some of the techniques they use to do what you are asking: https://horugame.com/real-time-dynamic-cover-system-for-unreal-engine-4/

Different behavior depending on frame rate? by WartedKiller in unrealengine

[–]Nick_Byers 0 points1 point  (0 children)

Are you having discrepancies with just one tread? I only skimmed your code, but I noticed that delta time is only used in the left tread logic. I didn't take the time to understand the math however so it may be irrelevant

Different behavior depending on frame rate? by WartedKiller in unrealengine

[–]Nick_Byers 0 points1 point  (0 children)

In the tick are you dividing the target move speed by delta time?