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Search - "blueprints"
Today I remembered why I don’t “wing” things.
Anyway, here’s my cat in a cardboard tank.
Definitely Godot Engine. One of the greatest and easiest Game Engines I have ever used! Lots of great features and there are getting more and more!
The inbuilt programming language GDScript is really awesome too! It's a custom language built extra for the Engine, which makes it super easy to use and integrate! The syntax is a bit like python but better.
Because it's not as old as unity or unreal engine, it's not as feature rich. But I think that's okay. It allows you to get used to the current existing features, and then heading on to the new ones.
What I really enjoy is that, just as in this community, you can just talk with the creators of the engine. Asking questions, suggesting features and discussing things! They'll answer nearly everything!
Not to mention the graphics! They are really good and are nearly able to compete against Unity!
There's also a visual language you can use. Just like Unreal Engine Blueprints! Never tried it tho...
The scenes system is very easy to understand. You basically have a lot of "components" which you can use in each of your scenes. This also allows for making simple extensions!
All in all, a great engine! If you are a game developer I can definitely recommend trying it out!2
What do you think about visual scripting.
Pretty much anyone here knows Scratch. And most devs make fun of it (while most also know it's a real programming environment), yet what do you guys think about BLUEPRINTS or Visual Scripting?
Starting to learn Unreal, I have two choices. C++ or Blueprints. While some argue that Blueprints can't achieve and replace C++ in Unreal, I saw others ignoring the fact and making awesome stuff you didn't think was possible. I saw how powerful even this node-based programming environment is and started learning it. What do you think?
(Image from Masterclass, not by me)8
So im a programming student at university, tasked with a small group project to make a simple 3d platformer in ue4.
End up with 3 games design students where I'm doing all of the technical stuff while they do sound, graphics and design.
So I make a simpe all purpose ai that can do everything they need and hand it over. The next day I get a call saying it doesn't work. Takes me an hour to realise they don't have a navmesh. Now, that wasn't too unreasonable mistake as they didn't know what one was but a few hours later they call me again saying it doesn't deal any damage.
I'm going through the blueprints and can't find out what isn't working until an idea pops into my head.
Me "Click the damage variable for me"
Them "What's a variable?"
Me "That thing on the bottom left that says damage. Then the world value should pop up on the right with a number, tell me that number."
So apparently they fucked with the variable and set damage dealt to 0. Dunno why, they didn't even know what it was nor what it did.
This is my life at the moment. I hope a real job ain't this bad :(2
I get it, Unreal Engine's Blueprints are for quick mock ups, but man, that shit is really complicated, more than coding the same thing on C++.
God, I'm frustrated with that, then the "boss" decided to do an "online survival medieval rpg" game, seriously?
Don't you think that it will fail? LIKE THE THOUSANDS BEFORE?
At least I'm getting experience ¯\_(ツ)_/¯1
House search has never been as painful as 2021. Not only the websites are shit at stopping agencies from outright lying on their websites, but also they can't even give you a quicker browsing experience. All the click click clicks just to view one fucking option. Duplicate advertises, photos from "a similar apartment", no 3D showing, no blueprints, etc. , and all in all, awful experience all around that nobody cares to fix. 😒8
I dislike the idea of therapists. I mean, not the people who study human behaviour to help understand it but the people who try to "fix" another person's problems.
My reason for this is that they're human themselves and I'd say it's pretty obvious that we don't know exactly how the mind works so it's basically like trying to fix an airplane with only half or even less of the blueprints.
The reason I don't like them being human themselves is because we are fallible, you can't guarantee or at least have a extremely high probability of the same prevention or treatment rate as you maybe could with a computer. It's not repeatable. Then again, we don't have the "blueprints" so to speak so it's kind of hard to say.
Made a comparison of a rather large codebase that I did for a client before in flask to perl dancer2 and ror. Obviously the rails codebase is larger. The flask version remains as minimal as it once did, even considering blueprints and the dancer version is small but really expandable and powerfull. It has some great things, it was inspired by sinatra so it has that magical approach to doing things but the code is solid and easy to understand imho. They really make it towards perl code is not the unreadable codebase as it once was and the syntax just clicks. Even for its api capabilities it works amazing with the front end (Vue.js) and I can honestly say that I really enjoy it.
So freaking tired of being asked "when will the building be finished?" when I have received neither blueprints nor bricks.
I've decided that I want to make a REST API using Flask/Python. I've researched it for a few days, but can't seem to find anything close to a definitive answer: How should I structure the application?
I've found a lot of people talking about using Blueprints, and I'm leaning towards that, but I'm wondering if there aren't "better" frameworks for building a REST API? What do people here recommend that I look into?7
Beginner tutorials are great.
Personal project UE4 (Unreal Engine Game Dev)
I'm having this bug where I dynamically draw every tick into a Uncanvas. (C++) First I call .ClearChildern and after I create UserWidgets by calling blueprint to fill text.
Text is Invisible when drawn in native tick
I works. If I don't do it in the NativeTick
Search Online: "UE4 UMG text dissappears"
Result: How to create a Button in UMG
Me: No I'm creating a complex UI system
Search Online: UE4 Issue with UMG Text disappears when drawn in native tick
Result: How to create textfield UMG with blueprints
Me: No I have a weird bug and trying to figure out why that is!
50 Searches later
have seen 50 tutorials on how to do the basics.
My problem with certain applications that there are so many tutorials out there that Sirius shit is hidden behind a cloud of beginners content.2
I find it odd that I've gone from primarily doing c++ and c# in Unity in the first year to doing blueprints in unreal in the second year. I have nothing too much against blueprints (except for the crappy, broken engine it's a part of but that's for another rant), but blueprints to me seems like the dummies guide book you read before going to the challenging stuff later on when it comes to programing. I just find it a bit backwards they'd introduce that after the challenging stuff.1
When you used a whole Day to make a Ball kill a player, and All you had to do, was to allow collision while simulating physics.. Damn i stared myself blind on that shit!3
That moment when you're working at a Parcel Service or Warehouse and realize you're being worked too hard..
That moment when you realize you didn't put something in and didn't see it. You wasted a few hours!!
Making my first game in Unreal, i see how blueprints could be useful. I don't like them though. I heard you can use c# in unreal but im only finding stuff for c++?3