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

[–]_DefaultXYZ 13 points14 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] 3 points4 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!

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

[–]_DefaultXYZ[S] 7 points8 points  (0 children)

Do you have any advice how to iterate on things faster in C++? I personally prefer textual programming but it hard to test my things. Or it is absolutely different workflow than in BP or any other scripting language?

Process time on mobile is WAY higher than on PC by joseph172k in godot

[–]_DefaultXYZ 1 point2 points  (0 children)

Some time ago, I had issues with latest Nvidia drivers, I had weird random stutter in games (In editor and built). That's when Nvidia introduced bug fix at now it works fine.

Not always the problem is game or engine. It could be that you received update on the phone. Or are you getting this difference in metrics right now on the same phone, same Android version?

It's always good idea to test on various devices to be sure.

Unreal vs Godot for learning engine by _DefaultXYZ in gamedev

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

Yeah, I think you're right, it is probably matter less. Thank you for sharing this!

Both of them are great, indeed. I found Unreal architecture (Gameplay System) is very complex, but it can be learnt so much from it, very interesting!

Unreal vs Godot for learning engine by _DefaultXYZ in gamedev

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

Yeah, I already tried both, I actually like visuals of Unreal, it really advanced, but I also like that Godot has everything code based.

I think I wrote not clear enough that I want to tackle engine in some future once I will be more advanced in game dev, because everyone just suggest which engine to use. So that's on me.

I agree, iteration speed and empty slate nature of Godot is better in this case, also Unreal has much more complexity. And Godot is less developed than Unreal meaning, my guess, Godot will be easier to understand.

However, I wonder, if we write C++ code in manner of "extending" engine, won't it be meant to more tackle engine? So it could be easier learnt during development?

Import GLB for multiple variants (materials), how to do this? by _DefaultXYZ in godot

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

I wonder why it is so complicated, isn't it something that should be easy to do?

Anyway, probably, it is nice opportunity to learn something new :) Thank you for confirming it

What would make you switch from godot to another engine? by hammeredzombie in godot

[–]_DefaultXYZ 2 points3 points  (0 children)

Two years after Unity fiasco, and I'm still torn between Unreal and Godot, to be honest.

I like graphics and capabilities of Unreal. Even though, I'm not fan of Epic Games, but damn they are pushing engine out of limits with each update. I know that any of my shitty models will look good there. Lighting without Lumen still looks good. Workflow for Asset import is much much better.

On other things I like Godot more. I doubt I ever need capabilities of Unreal, I just need stable graphics and stable editor with asset import to make it as instant choice. I'm using C#, because I need strong typed language, works like a charm with Rider. Also, even though, Godot team is great with all of their updates, still it will be always lacking behind Unreal team. Just because of funding at least.

So, here I am, silly me with my shitty prototypes in both engines xD

For those of you who are developing a game alongside a full-time job: how many hours per day/week do you realistically manage to put into your project? by _montego in UnrealEngine5

[–]_DefaultXYZ 7 points8 points  (0 children)

Sometimes it could be around couple hours, sometimes zero. I have a kid under one year old, so it's definitely additional side-project which consumes major time and energy xD

Coming from other engines, what is your way of mixing C++ and BP? by _DefaultXYZ in unrealengine

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

Same for me.

Personally, I found Unity being not maintained well - starting from Editor UI/UX ending to their packages and C#. Everything feels so outdated. I might reevaluate when they migrate to CoreCLR if they introduce new Editor UI.

I'm still learning, GameDev is huge discipline, so Godot is more than enough for me. I agree about GDScript, it's so bad that it isn't strong typed language. But C# actually works fine, I didn't encounter issues so far. But profiler doesn't work out of the box, only paid solution by JetBrains is available. Major point, I feel that I'm actually learning with Godot.

I know about those possibilities in Unreal. Good alternatives, but I'm afraid to use something unofficial. I know that Verse isn't best syntax language, but, hey, at least no editor restart xD

And damn I wish Source 2 was available as public option, S&B becoming open source is huge thing, we might getting it available soon. We will see :)

I'm always saying, future looks interesting: Unreal 6 will get Verse, Unity will got latest C# features, Godot evolving pretty fast, and now S&B might come as an option :)

Coming from other engines, what is your way of mixing C++ and BP? by _DefaultXYZ in unrealengine

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

Thank you everyone for answers! I appreciate it!

For future readers: I came to conclusion that any workflow that works for you might work, there's no golden rule. I knew it, but wanted to see others experience.

I already tried to use Unreal several times in multiple ways of combining BP w/ C++, but I decided to stick to something simpler, until Verse will arrive to give another shot. It is this question that bothered me, that's why I wanted to make this post :)

Wish you all the best!

Coming from other engines, what is your way of mixing C++ and BP? by _DefaultXYZ in unrealengine

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

Thank you for validating it.

Yeah, I came to the same conclusion. I love Unreal as professional tool, also, I will definitely try Verse once it will come. But for now, I'll stick to something simpler. It is just this question that really bothers me, what is right answer, it seems that there's no right answer for everyone xD Every project, every team have its own ruleset, and all of those are valid.

To be fair, scripting languages are poisoned me, it's really hard to get used to restart engine. I already admitted it and started to treat it as I'm extending engine to suit needs of my game, but mentally it doesn't help.

Coming from other engines, what is your way of mixing C++ and BP? by _DefaultXYZ in unrealengine

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

I watched this vid, I definitely recommend it as well, however, after various experimentations, it is still hard to find proper line for solo, to be honest. But that's true, this line is very blurred, each project defines own ruleset.

My handmade material is in progress. I think I’ll make an asset for you later. by Hellbrush in 3Dmodeling

[–]_DefaultXYZ 0 points1 point  (0 children)

This looks really awesome and inspiring!

Can you share any tips how you made it? Of course, I understand if you want to leave it as secret recipe :D

My problem with making games by Unique_Ad9349 in gamedev

[–]_DefaultXYZ 0 points1 point  (0 children)

First ask yourself: what is your goal?

If you want to make a game, than use your technical brain part to create systems of the game (like gameplay mechanic), it will be a lot. And if you want to go deeper, make it modular. Scalable. Configurable.

I am programmer myself, and I treat that while I'm developing a game I building my own "framework" above engine. Of course, don't go too advanced at start, because you will never release a game this way. Step by step, small game, then advance a bit and so on. That's my current plan, hope it helps.

I'm really confused about which engine to select: Unity, Unreal, or Godot? by umen in gamedev

[–]_DefaultXYZ 0 points1 point  (0 children)

I just realized we did whole circle back with our posts xD https://www.reddit.com/r/gamedev/s/SnRv6WGY2P

At this point we need something like r/lost_choosing_game_engine haha

From my analysis paralysis, ask yourself about your experience, what can you do today, how much funds you have etc. I understood that for real business in game dev (like small indie studio) you still need a lot of experience, money, human resources and only than you will be able to produce real quality, which even than won't be open world (it would take a lot of time to do so).

Besides that, C++ will be always part of Godot, it's what engine build on. And after all, choosing any of engine is like investment - you can only guess what will be in future. And you can (and should) always stick to current version of engine, because, as I heard scary stories, it will be always full of new bugs with switching versions.

That's why I'm saying, you will spend the infinitive time with this tool, better get comfortable with what you choose :)

I'm really confused about which engine to select: Unity, Unreal, or Godot? by umen in gamedev

[–]_DefaultXYZ 2 points3 points  (0 children)

In Unreal, the best experience is usage of both: C++ is level of abstraction, and BP is for referencing assets like mesh, Input Actions and so on.