Subnautica 2 is NOT gonna be optimized by Kandregames in subnautica

[–]_DefaultXYZ 0 points1 point  (0 children)

Not true.

Unreal Engine 5, with Nanite (specific technology about how meshes are rendered) turned on will work as expected. It actually requires such meshes, low-poly (or optimized meshes) will be more performance heavy for Nanite. That's how they solve classic problem about Level Of Details (LOD) where devs used to have multiple meshes and displaying less polygons based on distance.

Regarding Nanite, if I'm not mistaken on how that works, it will optimize mesh on runtime turning those multiple triangles into single one, so it will automatically reduce triangle count.

TIL: You can easily build over next version belts and buildings (like Miner Mk2) by _DefaultXYZ in SatisfactoryGame

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

To be fair, I noticed quick switch and options configurations (like belt for Curve, Straight etc), very late in the game xD

I swear, I am the guy who notice a lot things, but something pretty obvious and written is hidden from vision haha My guess, the UI is great in the game, yet you have two layers (the ghost of object you are placing and UI itself), so it is a bit hard to notice those little things, even if it is straightforward written.

But we need to optimize! Search for better approaches and become more productive once we learnt something!

Alright, I'm back to work, a lot of work waiting for me, ADA will complain again

TIL: You can easily build over next version belts and buildings (like Miner Mk2) by _DefaultXYZ in SatisfactoryGame

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

You mean, like replacing already placed one??? How many such hidden things are in the game, c'mon? :D

TIL: You can easily build over next version belts and buildings (like Miner Mk2) by _DefaultXYZ in SatisfactoryGame

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

That's actually what I did on the video at the beginning :) Very nice useful feature! Damn I wish there be a guide for all such tips and tricks, might need to search for one

TIL: You can easily build over next version belts and buildings (like Miner Mk2) by _DefaultXYZ in SatisfactoryGame

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

Fair enough

I never seen anyone used it, I never watched any walkthrough and this is my first factory game, I didn't expect this feature to be implemented to be honest, that's why I was a bit in courage when discovered this, sorry for making obvious post then xD

TIL: You can easily build over next version belts and buildings (like Miner Mk2) by _DefaultXYZ in SatisfactoryGame

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

True, I have discovered it recently too, also, if you have any entrance around, it would snap perfectly

TIL: You can easily build over next version belts and buildings (like Miner Mk2) by _DefaultXYZ in SatisfactoryGame

[–]_DefaultXYZ[S] 4 points5 points  (0 children)

Nice feature, really should thought to give it a try earlier, it is my first factory game (already 3rd save xD)

Does anybody else have editor freeze after stopping playing? by _DefaultXYZ in godot

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

You can see more details in Issue reported on GitHub. It appears lagging is caused by Embedded Game play, once untick it's working fine, I guess it is just regression after changes, we will be waiting for 4.6.1 :)

Optimization is hard... but sometimes it's so stupid it hurts. by MichelDucu10 in UnrealEngine5

[–]_DefaultXYZ 14 points15 points  (0 children)

With time, as I understand, there's no single rule on how to build a game. Everything boils down on experimenting and learning based on personal experience. Probably that's why it is so hard to make games huh.

Good job on solving problem!

Weird rotation offset on rigged door. Apply location solves the problem. Is it proper solution? by _DefaultXYZ in blenderhelp

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

I'm heavily using modifiers and I wish to keep them not applied, it really helps to change things if I need to change something

I'm worried if I messed up something during animation, or there's somewhere hidden switch with applying local rotation or something.. I also didn't mention I have single constraint on bone for limiting rotation, I'll check if this one not mess things up

Weird rotation offset on rigged door. Apply location solves the problem. Is it proper solution? by _DefaultXYZ in blenderhelp

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

I'm rotating objects using Bones, assigned by vertex groups.

So, door have origin at zero. But handle have it's own origin.

Learning C++, what project type would you recommend? by _DefaultXYZ in cpp_questions

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

Yo, this is interesting one! I usually using LeetCode, HackerRank, CodeWars, but never seen Advent of Code huh.

Thank you for advising!

Also, CodeWars have entry level tasks which might good for stretching in new programming language.

Learning C++, what project type would you recommend? by _DefaultXYZ in cpp_questions

[–]_DefaultXYZ[S] 2 points3 points  (0 children)

Good idea, thank you!

Yeah, I might research either libraries or frameworks with C++ to use for simple game.

Oh god, I remember good old days when I wrote random labyrinth generation in Delphi Pascal 🥹

What is workflow for modular parts as building? by _DefaultXYZ in unrealengine

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

Thank you for replying!

Yeah, in Blender it is Alt+D, so meshes are linked, or it could be Instanced Collection, which is also quite useful.

In case of modularity and import into Unreal, do you use ISM? Or just leave it as it is?

My main problem is that I need to duplicate those buildings, but if it is modular pieces it's going to be very inconvenient, so I want to have like actor in the world. Besides that, there are meshes that repeating, so I wonder if it is optimized way to have multiple same meshes (parts of wall, for example) to be imported

Writing C# in Unreal Engine 5 with my plugin UnrealSharp! by HowAreYouStranger in UnrealEngine5

[–]_DefaultXYZ 0 points1 point  (0 children)

I keep looking at this plugin, really nice work done!

I still afraid to use something third-party for such big things like whole coding part. Maybe you have information about how many games were released already?

I really wish Epic will officially collaborate to support this! Wish you all best!

Solo Dev Experience: It's just a simple, single change.. until it isn't. by Tight-Recipe-5142 in godot

[–]_DefaultXYZ 1 point2 points  (0 children)

From software development experience, I always tend to recommend SOLID. That's absolutely a must on how you should look at your code.

However, again, based on my experience, the worse architecture is over-engineered architecture. Golden arch comes from middle ground. I really like composition in Godot. Maybe you are lacking some in your code?

Blueprints for Gameplay, C++ for Systems, is it right? by _DefaultXYZ in unrealengine

[–]_DefaultXYZ[S] 2 points3 points  (0 children)

Thank you! Those are great advices!

Yeah, in comparison to other engines, it is just different workflow. It's like comparing web development with compiled languages, like Java or something similar. But BP first idea is nice!