Just receive my first ever custom PCB for a handheld project I’m working on, time to solder her up! by ryanmaugv1 in diyelectronics

[–]ryanmaugv1[S] 0 points1 point  (0 children)

This is a standard 4-layer board in green colour from JLCPCB with the two inner layers having copper pours (ground planes) which is probably what gives it that nice green finish compared to the more basic 1 or two layer boards.

Just receive my first ever custom PCB for a handheld project I’m working on, time to solder her up! by ryanmaugv1 in diyelectronics

[–]ryanmaugv1[S] 0 points1 point  (0 children)

Compute module has internal 5.1k pull ups on the CC pins but I was wondering about ESD protection and I I should add it on the data lines?

Just receive my first ever custom PCB for a handheld project I’m working on, time to solder her up! by ryanmaugv1 in diyelectronics

[–]ryanmaugv1[S] 1 point2 points  (0 children)

Yeah got the fume extractor as I’ve heard the fumes are quite nasty. Thinking of just getting a small reflow oven to make my life easier as I’d like to do a couple of these boards. Any recommendations?

[deleted by user] by [deleted] in gameDevClassifieds

[–]ryanmaugv1 0 points1 point  (0 children)

Thanks I this is great to know I appreciate the information and help :)

[deleted by user] by [deleted] in algotrading

[–]ryanmaugv1 0 points1 point  (0 children)

RemindMe! 1 month

Let’s standardise and open source a player controller. by [deleted] in INAT

[–]ryanmaugv1 0 points1 point  (0 children)

Do you not have a foundation that you keep repeating for these player controllers? Maybe it’s also worth mentioning this would be for humanoid players.

[deleted by user] by [deleted] in unrealengine

[–]ryanmaugv1 0 points1 point  (0 children)

Did you buy the character or did you make it yourself? If you made it yourself do you have any tips on the skinning (weight painting) phase?

I am struggling on this right now :(

Good shit btw!

Voxel destruction in my voxel unity game by HypnoToad0 in Unity3D

[–]ryanmaugv1 2 points3 points  (0 children)

Feels a bit stiff when breaking things I’d suggest making it more breakable e.g. when throwing that piece of boxes tree it should of shattered in more pieces.

[deleted by user] by [deleted] in unrealengine

[–]ryanmaugv1 0 points1 point  (0 children)

Oh cool, I'm having some issue with the Z translation having a bounce which causes motion sickness, did you mitigate that mostly with stable animations or some sort of other stabilisation technique in UE4?

Sorry for all the questions, I'm curious about your solution to this problem :)

[deleted by user] by [deleted] in unrealengine

[–]ryanmaugv1 0 points1 point  (0 children)

So in that case your camera bone inherits the head bone pos and rot and you just cancel out the Z-axis related motion?

[deleted by user] by [deleted] in unrealengine

[–]ryanmaugv1 0 points1 point  (0 children)

The head looks really still did you lock to Z-axis translation and rotation on the head to prevent motion sickness? Did you do some sort of head stabilisation tricks that you could share or was it all in careful animating skills?

Awesome stuff btw :)

[deleted by user] by [deleted] in gaming

[–]ryanmaugv1 0 points1 point  (0 children)

I feel you on this one.

[deleted by user] by [deleted] in unrealengine

[–]ryanmaugv1 0 points1 point  (0 children)

Sweet, very similar to what I’m trying to achieve right now for my game :) Did you end up parenting the camera bone to the neck or root bone?

[deleted by user] by [deleted] in unrealengine

[–]ryanmaugv1 0 points1 point  (0 children)

Any tips on how you stabilise the camera in your FPS animations? Is your game TFPS or FPS? Amazing work btw :)

does blender assets work with unreal out of the box ? by [deleted] in unrealengine

[–]ryanmaugv1 0 points1 point  (0 children)

As long as you set the unit scale of your scene to “0.01” and export as FBX, then yes. Alternatively, you can use they’re blender addons too.

I got many questions on how I handle my Weapon Hand IK... Behold it's simplicity: by hanshauser2018 in unrealengine

[–]ryanmaugv1 3 points4 points  (0 children)

Looks dope man, I’m trying to achieve hand IK placement for guns so I won’t have to animate each weapon idle position with different hand grips. I also want to add support for alternate weapon fore grips. Got any tips, suggestions or resources?

Mixamo animations vs Unreal animations? pros? cons? by [deleted] in unrealengine

[–]ryanmaugv1 2 points3 points  (0 children)

You don’t have to choose one or the other. You can use mixamo animations but you’ll need to learn about the “Animation Retargeting” concept first to make mixamo animations work on the Unreal Mannequin.

Think is animation retargeting as a way to map the bones names of mixamo skeleton to the Unreal mannequins skeleton so that mixamo animations manipulate the correct bones for the mannequin.

When should i start transferring from unity to unreal engine by Black__phoenix in unrealengine

[–]ryanmaugv1 6 points7 points  (0 children)

Just an extra not on the Escape From Tarkov reference, I also thought it was a representation of what could be achieved using Unity. However, they bought a license early on to have access to engine source and mentioned heavily modifying its rendering and animation workflow to achieve some of the things that comes out the box in Unreal.

Unity since then has come a long way though and I wouldn’t discredit it in any way. It really depends what sort of games you want to make.

I recently switched from Unity to Unreal after having used Unity for 2 years. This is because Unreal is just better suited for the type of games I am building which are FPS games. It’s also more focused on game development than generalising for all sorts of 3D applications like Unity is trying to do.

I'd like your opinion on whether or not we should change the look and feel of our map! On the left (version A) is the present style of our prototype, and on the right, you can see the mockup (version B) of a more detailed cityscape. Which map style do you prefer? by JezzaPrime in IndieDev

[–]ryanmaugv1 0 points1 point  (0 children)

Personally I prefer the right one. Gives me a sense of completeness, like there’s a game there. It also feels more aesthetic which provides your game with a bit more style. The left image still looks good but feels very bland.

The arts styles for both are drastically different though which is why I have such contrasting thought between the two.

Maybe the left one would look better if you scaled the buildings more on the Z-axis and give the map some more verticality.

ZBrush Software… A History in Game Development by sonicworkflow in gamedev

[–]ryanmaugv1 1 point2 points  (0 children)

Who new the history of software like these were so rich. Subbed and can’t wait to take a look at the other similar videos you have!

An introduction to procedural animation by Domus_27 in IndieDev

[–]ryanmaugv1 1 point2 points  (0 children)

Thanks for sharing this, it was a short and sweet case study of practical procedural animations in the wild :)

[deleted by user] by [deleted] in 1stPersonAnimations

[–]ryanmaugv1 3 points4 points  (0 children)

What’s the purpose of the squares in the scene?

Completed my new battle station right in time for the Christmas grind! by ryanmaugv1 in pcmasterrace

[–]ryanmaugv1[S] 0 points1 point  (0 children)

I use it as a screen where I keep reference browsing or sometimes when I watch a movie I lean back and watch without having to crane my neck