Went through that with my parents. Hope the best for you and your father.
Went through that with my parents. Hope the best for you and your father.
Functional portal test. Still needs some work for the camera and a few bugs. But pretty good for a prototype. #gamedev #furry
Hi hello just QRPing some info abt this coming in from the other site. This news is fake, it was a hallucination.
We are having ethernet installed tomorrow in the house. Got a new switch ready so we can support up to 10gig in all the rooms
The end goal would be to make it work somewhat like it does in Portal. But that gets nasty when you account for 3rd person view and network loading distance.
WIP Concept effects for the portal spell. Has some big hurdles to make it work well (especially in a large multiplayer world), but it'll be a fun challenge when i get to it #gamedev #furry
I need to start working on integrating items and making an equipment system for my game. But that involves integrating 3 different systems, and i really don't want to do that right now π
Messing around with making speed dependent effects. I'll definitely will be keeping the speed lines. The bubble was me playing around with altering materials based on speed.
Unreal Tournament 2004 is now available for free.
...well, I mean, you probably could've grabbed a GOG offline installer out the back of a truck earlier, but NOW it's Official/Legally Free and has the in-development community patch packed in for ongoing support. www.oldunreal.com/downloads/ut...
Added the ability to ramp off waves while skiing. Though skiing on water for long is kinda jittery and unstable. So i might just remove it, unless if i can find a way to make it smoother.
I added water to my map, and discovered the plugin lets you get the normal vector of waves. So i tried to make it so you can water ski over the waves.
BUT turns out the water doesn't sync over the network automatically.
It took an hour+ of testing and seeing weird stuff to finally realize that π
Beta is a big sweet heart and doesn't deserve all this harassment crap he's been getting. It's shitty how parts of this fandom likes to dogpile and tear down people.
And ffs, baby furs are not and have never been a problem.
Iterating on ideas is fun :3
Need to rework some of my ski code, as the way i handle velocity over terrain has some quirks. Player continues to rise past small bumps, leading to weird jitttery hops. Currently smoothing it with a small downward force. But need to come up with a better method
As an example, here I'm emulating over bad network conditions. 5% packet loss and 100ms - 350ms ping. Runs generally smooth, with only some occasional hitching. Not flawless, but decent for non-ideal conditions.
Unreal's default movement physics are fine, if all you need is walking and jumping. But that's not the kind of rpg I'm trying to make. This weekend I wrote Starsiege: Tribes-like skiing physics into the game. And uses client side prediction, so it runs smooth online.
Also works on spheres! But the falling code doesn't like landing spots with heavy curvature while moving
I got side tracked when I found out the default character movement code accounts for different gravity.
I still had to modify the player input though for the shifted gravity. Player movement is relative to where the camera was facing, so i had to rotate the input plane to where gravity was pointing
The fun part for me is i'll have ideas come up for something and think "I have an engineering degree. I can figure this out" and for me that is play time π
Going to be reworking some of the chatacter movement physics in Unreal, as i want the player's relationship with the ground to be a bit bouncier.
It has been AWHILE since i've drawn and solved free body diagrams, and woof am i rusty
LLM use has pretty much stopped at work, because most of the developers, even the ones originally excited to use it, found it useless
A suited anthro badger with blue eyes wearing a pair of glasses, standing and adjusting his tie.
Extremely powerful pic of Baron by @trisketched.bsky.social
Yep, this will end well. I can feel it
Love nibbles~
Happy Valentineβs Day @nekohaiku.bsky.social!
ππΆπ
π¨: @hyper-hyena.bsky.social
Valentine's day with the husband!
Both look great! But i'd say Zeke looks the most fabulous
Yeah, yeah, suuuure... π
Walking animation check.
Player 1: I'm fine
Player 2: I'm good
Server: We gucci
Player 2 on Player 1's machine: *T-posing*
The part about multiplayer game dev that trips me up is the not the server and client stuff. It's that 3rd guy.
The copy of player on another player's machine. That guys keeps being hard to account for.
Not the other player. They're fine. It's their bizzaro copies that cause me problems π
Am in a new kind of position at work where I am designing a system, but delegating its implementation out to other engineers. As I'll be too busy working on R&D tasks to do it myself π