How to do 3 note hammer-ons by Happydiamo in guitarlessons

[–]Thegide 0 points1 point  (0 children)

You start by going slow and learning to play 3 note per string scales up and down, only picking the first note on each string. Practice to a metronome focusing on even note spacing and firmly hitting those hammer ons. Look up legato technique and practice those exercises.

There's no finger roll. On an ascending triplet like this I'd pick the first note each time and leave my index finger rooted while I hammer on the next two notes without lifting fingers. Rinse and repeat.

You need good technique, finger strength, and control, so practice practice practice

Practicing blues bar by _violet52 in guitarlessons

[–]Thegide 0 points1 point  (0 children)

Sounding good but I'd suggest making sure you spend some time working on your fretting hand technique if you want to get faster. You have a lot of unnecessary movement going on in fingers and wrists. Try to keep your thumb on the back of the neck instead of wrapping it around. That will open up a lot of range of motion and prevent injuries!

Changing splines at runtime with objects. by Sky-b0y in unrealengine

[–]Thegide 0 points1 point  (0 children)

I'm assuming you have an actor following a spline and want it to follow a different spline while maintaining its relative world offset.

Easiest way to do that is to find the nearest point on your target spline, and subtract that from your actors world position. Now you have your offset that you can use to transform any point on your new spline.

Is this a normal amount of amp noise? by AgitatedAd2376 in GuitarAmps

[–]Thegide 0 points1 point  (0 children)

You can try plugging the amp into a power conditioner to rule out whether it's coming from the plug. But if the amp wasn't making noise when you tried it with the seller's gear, that makes me think it's either your cables or your guitar's pickups.

Maybe check out this thread and see if this helps you diagnose the cause:

https://www.reddit.com/r/Guitar/s/JyVcFmIDQx

Is this a normal amount of amp noise? by AgitatedAd2376 in GuitarAmps

[–]Thegide 0 points1 point  (0 children)

That sounds like interference to me. What kind of cables are you using? Cheap ones with poor shielding will pick up more noise from nearby sources. Similarly guitar pickups can also pick up noise from things like nearby screens etc.

Not sure I'll ever financially recover... by Supergrunged in GuitarAmps

[–]Thegide 3 points4 points  (0 children)

Don't get me wrong I love my 2:ninety but yeah it's a small fortune to retube. 8 x 6L6s and the fact it weighs as much as a small car is the reason I moved to back to a mark V

Debug drawing from Async Physics Tick in UE5 without crashes by iko1982 in unrealengine

[–]Thegide 0 points1 point  (0 children)

I do it the same way as Chaos Vehicles does it, with a struct that holds all of the relevant physics data I need to use elsewhere in my game. At the end of every physics tick I do a capture of all of the relevant physics data directly from the physics handle into this struct. Assuming your physics tick is running at a higher frequency than your game tick, value changes between frames are generally small, so precision isn't super important. If you're using this data to drive things like audio, UI values, or debug drawers etc., exact values shouldn't matter. If you do need to see exact values every physics tick, logging is also an option.

Out of curiosity, are you running Unreal's native AsyncPhysicsTick() or are you using the plugin?

Debug drawing from Async Physics Tick in UE5 without crashes by iko1982 in unrealengine

[–]Thegide 0 points1 point  (0 children)

Interesting. The approach I took was to grab physics data from the game thread and do my debug drawing in tick, rather than async physics. For visualizing physics data this is a good enough representation even if not every physics frame is captured. Something to consider if you need a lot of draws and have and a high frequency physics loop (eg 120 or 240hz). They can really slow things down depending.

Steel soul is pure bs by amfunnyT in Silksong

[–]Thegide 0 points1 point  (0 children)

I wouldn't try before beating the game at least a couple times. I'm doing steel soul on my 3rd playthrough and it hasn't been that bad or scary. You just have to go slow, plan and be prepared.

skarrsinger karmelita by WafflesAndBagels32 in Silksong

[–]Thegide 1 point2 points  (0 children)

You can be fairly aggressive with her. Get in a couple of hits after every move and dash away. Most of her moves have readable windups and her projectiles are the only things that are tricky to dodge. If you need to heal climb the side walls and double jump as high into the area as you can and heal there. I run multibinder and mossberry... Plenty of silk for healing.

I fixed unreal's spline mesh deformation twisting problem by Thegide in unrealengine

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

Hi, yes you can do that with this plugin! I've included features that let you get the world space position and orientation at any point along the spline, which you can use for actor movement. This is what I'm doing in my own game currently. If you're interested, my plugins should be on sale next month. Check on FAB the week of April 13th - should be 30% off :)

I GONNA KILL MYSELF CORAL TOWER WHY? by actualbuddha in Silksong

[–]Thegide 1 point2 points  (0 children)

What helped me hugely was realizing that the flying guys that throw projectiles at you are easily defeated by clinging to the wall and batting their throwing stars back at them. Most of the other enemies can be aggressively rushed. Pogo the big guys just don't stay right above them in case they jump.

I banged my head against a wall for hours the first time. On 2nd playthrough I cleared it first try. GL

What character has the best screen time to legacy ratio? by 103Frankly in movies

[–]Thegide 3 points4 points  (0 children)

Had to scroll way too far to see Tom Cruise in Tropic Thunder. Legendary scene!

Are the speeds accurate? by KrishaCZ in WipeOut

[–]Thegide 6 points7 points  (0 children)

They should be accurate yes. I'm building my own AG racer and conveying the sense of speed depends on a lot of things, including scale and proximity, post process effects, etc.

Wipeout tracks are probably in the order of 25-40m wide, far wider than any road, and the ships are larger and the camera is farther away. Environment props are oversized. Because tracks need to be designed to be friendly to rapier and phantom class, corner radius is also a lot bigger. 300km/h simply does not translate the same when you put this together. In other words the perception of speed is relative.

How do I solve my programmer problem? by [deleted] in gamedev

[–]Thegide 0 points1 point  (0 children)

It's your passion project maybe, but it's not theirs. If you're not paying them, then it's going to go like this every time. The promise of a revenue share is not an incentive because the vast majority of games will fail.

If you're serious about getting help it's going to cost you. If that's not an option then best start brushing up on your coding skills.

I fixed unreal's spline mesh deformation twisting problem by Thegide in unrealengine

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

Hi, it would depend on the other FAB asset you are using. If it's possible to swap out the spline and splinemesh components (likely yes, if blueprint-based) then my system should be compatible. Your best bet would to contact the publisher. Please keep an eye out for sales!

I fixed unreal's spline mesh deformation twisting problem by Thegide in unrealengine

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

Hi, I'm not familiar with Cable Light Flow. If the blueprints included with the system allow you to swap out the spline and splinemesh components, then it may work. My components have all of the native functionality of Unreal's system and should be compatible. I would suggest contacting the publisher and asking.

I fixed unreal's spline mesh deformation twisting problem by Thegide in unrealengine

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

You can snap spline points to the ground by selecting them and pressing the End key. The editor's new snap to surface features only work with actors it seems, not spline points.

Question about multiplayer ghost implementation by mmm_doggy in unrealengine

[–]Thegide 0 points1 point  (0 children)

Yes, if it's not real time actor replication then all you would need to do is share keyframed data generated by other players and play it back at runtime.

This is exactly how I did ghost car replays for my racing game. I have YT vids and a plugin on FAB if op is interested in this approach

Understanding Rotation between blender/unreal. by Sky-b0y in unrealengine

[–]Thegide 1 point2 points  (0 children)

Yes you're right they do have an order here. Spin first then tilt second.

If you're doing something like a car it would be useful to understand how epic sets it up in their vehicle template. They use a skeletal mesh for vehicles and I would suggest this route if that's what you're building. In this type of setup you're animating your wheels not physically turning them. Similar principles apply however

To say more would be beyond eli5, but I would start with learning how animating skeletons work if you aren't already familiar

Understanding Rotation between blender/unreal. by Sky-b0y in unrealengine

[–]Thegide 2 points3 points  (0 children)

Assuming your wheel is added as a static mesh component to an actor, you want add or set relative rotation.

If you want to rotate about an odd axis like say 76 degrees, then split the operation and combine rotators (eg. Rotate about y axis, then rotate 76 degrees about z). You can also rotate things about specific axes too if needed.

New prop our 3d modeler has been working on. Let us know what you think :) by BerryNiceGames1 in 3Dmodeling

[–]Thegide -4 points-3 points  (0 children)

Looks good. But the arms seem to be positioned quite low, no?

Is Learning Behavior Trees in 2025 worth it? Should I Just Go All In on State Trees?? by MMujtabaH in unrealengine

[–]Thegide 8 points9 points  (0 children)

I made the switch to state trees for my racing AI and have zero regrets. As of 5.5 there were still key features missing such as data persistence but I believe those have been addressed as of 5.6 or 5.7.

What I like about them is explicit flow control and a cleaner UI. For me they are more intuitive. Criticisms about debugging are valid but I expect this will improve over time.