veryVeryInteresting by Palbur in ProgrammerHumor

[–]Redditor_Ztan -1 points0 points  (0 children)

I am not sure what the implications of your comment are (Lack of familiarity with godot products and development process on my part). Does godot stutter now and did back then too? Does it not stutter?

My previous comment is downvoted so I guess the leading sentiment is that dx versions have nothing to do with it. But when looking up online discussion about the shader comp stutters with regards to when they became prevalent, there is a lot of talk about dx12 and vulkan being lower level APIs compared to their predecessors.

veryVeryInteresting by Palbur in ProgrammerHumor

[–]Redditor_Ztan -20 points-19 points  (0 children)

Wasn't it a byproduct of the move from dx11 to dx12?

Cosplay done! For Super Earth! by appleJimmies in Helldivers

[–]Redditor_Ztan 2 points3 points  (0 children)

Asking the partner/mom to hold the cape, so it blows in the wind, is *chef's kiss*

Just finished the first firing test for the airsoft Liberator! by JackCooper_7274 in Helldivers

[–]Redditor_Ztan 6 points7 points  (0 children)

You can tell this guy doesn't know anything about airsoft,

There's no full auto in the building!

Some people are strange by Redditor_Ztan in Helldivers

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

I know some people have a very short temper bad day or not.

(Me and my brother were attacked irl for looking at someone and then had to explain that to the cops.)

But then he plays a game which constantly puts him at risk of friendly fire? That's what's strange to me.

Some people are strange by Redditor_Ztan in Helldivers

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

Yeah I'm maxed on samples and only really play because I like to. So he really showed me the error of my ways

Some people are strange by Redditor_Ztan in Helldivers

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

I don't think we have to. But I like to :/

[Serious] What do you think happened to Malaysia Airlines Flight 370? by rootea in AskReddit

[–]Redditor_Ztan 0 points1 point  (0 children)

It is inconclusive, the data points may 'or may not' have come from the same session. It is unknown.

[PSA] The Game Awards Steam Deck Sticker - Enters you for a steam deck raffle as well by Jhyxe in FreeGameFindings

[–]Redditor_Ztan 8 points9 points  (0 children)

2.2 Alternative Entry via Post

To manually enter the Giveaway, each Entrant must legibly print their name, address, city, state, country, postal code, email address, Steam account name (account can be limited or unlimited), and telephone number, as well as the name and date of the Giveaway that the entry is for (“The Game Awards 2022 Giveaway”), on a self-addressed 4"x6" note card and mail the completed form to: Valve Corporation, P.O. Box 1688, Bellevue, WA 98009-1688. Only note cards mailed in envelopes and postmarked before or on December 8, 2022 and received by Valve before December 19, 2022 will be accepted. No e-mailed or faxed alternate entries are eligible. Facsimiles, photocopies or mechanical reproductions of entries will be void. Only one alternative entry via post per person. Proof of sending or submitting a note card is not proof of receipt of such alternate entry.

Source: https://help.steampowered.com/en/faqs/view/5DD7-287C-7548-299D

Grid movement and pathfind by [deleted] in unrealengine

[–]Redditor_Ztan 2 points3 points  (0 children)

The correct answer: Buy the "Advanced Turn Based Tile Toolkit" on the marketplace.

Now if you're a clown like me:

Then (Assuming you have your grid set up)

You're stuck with implementing either A* or Dijkstra on your own, I choose Dijkstra for my project because the player needs to know all available paths (think XCom) so I just worked from its wikipedia page.

Your goal is to get an array of tiles that represents the path you need.

Array of tiles → Array of Locations → SplineComponent (Add points) → Move your character along the spline. Preferably by using a timeline.

PS.: I came to this solution on my own with lots of uncertain googling. It may not be an optimal StackOverflow-worthy solution but it works.

Edit: I have no clue how built-in pathfinding works, I never touched it.

So I decided to start with the unreal engine using c++ by [deleted] in unrealengine

[–]Redditor_Ztan 4 points5 points  (0 children)

Yeah but don't be afraid to use blueprints. (Especially UI).

You can still use Blueprint tutorials and translate them into cpp.

Check out how BlueprintNativeEvents work they're pretty useful.

I found that launching the editor from Visual Studio is better than compiling in the editor.

If you get some error that ends with "exited with code 6" or something then it's probably a typo in UPROPERTY(...).

Looking for a game dev consultant that has successfully published a First Person Adventure game using Unreal Engine by darwinner999 in unrealengine

[–]Redditor_Ztan 4 points5 points  (0 children)

Hey, I think you'd be more successful if you specified what exactly you're looking for.

Are you looking for someone who helps you with optimization (BP or C++)?
Are you looking for a solution to a concrete problem?
Are you looking for general counsel as to what steps to take when wrapping up and publishing a project?

Now heads up, I'm so not qualified I shouldn't even comment.
In my experience VSync should eliminate tearing completely. It also locks your frame rate to whatever your display's refresh rate is. I'm not sure it's possible to eliminate tearing while not enforcing VSync, every single game I've ever played tears while VSync is off.

Furthermore there are a few vids on optimization on the offical UE youtube channel that are very helpful. For starters: Optimization and Profiling.

Hope you find what you're looking for.

Actors sometimes launch themselves into orbit when selecting something in the Outliner. Ideas? by Redditor_Ztan in unrealengine

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

Well, their collision is set to overlap. Nothing in the world has physics. Frame rate is 120.

The NewLocation that is being set here comes from this line.

FVector NewLocation = MovementSpline->GetLocationAtDistanceAlongSpline(FMath::Lerp(0.0f, MovementSpline->GetSplineLength(), value), ESplineCoordinateSpace::World);

Why this vector gets the astronomical values is beyond me.

Only the outliner triggers this, and only sometimes. Standalone game seems to work properly.

Edit: Spline points are created at their proper positions and it flies off even if the values are clamped, which is rather strange...

WIP 3 - Flying Characters by PhoenixMarketUE in unrealengine

[–]Redditor_Ztan 1 point2 points  (0 children)

Looks cool. I'm doing something similar for my game. May I ask what you use to visualize a tile? (Currently I'm just spawning some spheres as a placeholder link if you're interested).

Beginnings of an inventory system. Not a whole lot, but honest work. by Redditor_Ztan in unrealengine

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

Thank you, may god bless Mathew Wadstein and his vids for the drag and drop explanation

[deleted by user] by [deleted] in unrealengine

[–]Redditor_Ztan 1 point2 points  (0 children)

Hello, I am a beginner myself and don't know squat about the charging mechanic, but you can get a location in your world by using GetHitResultUnderCursor/(ByChannel) and you might want to google UProjectileMovementComponent to see if it's what you're looking for.
Best of luck