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Search - "blueprints"
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Today I remembered why I don’t “wing” things.
Anyway, here’s my cat in a cardboard tank.
Statements related.19 -
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 -
TL;DR:
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)7 -
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 -
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."
Them "0"
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 :(1 -
I just finished designing an entire asset management pipeline and christ on a fucking pogo stick, if it isn't convoluted.
Theres a lot of game engines out there, but all of them do it a little different. They all tackle a slightly different problem, without even realizing it.
1. asset management
2. asset change management
3. behavior change management
4. data management
5. combinatorial design management.
6. Combinatorial Behavior management
7. Feature completion
ASSET MANAGEMENT is exactly what it says on the tin.
ASSET CHANGE management can be thought of handling the import, export, formatting, platform specific packing, and versioning (including forking) of an asset.
BEHAVIORAL CHANGE management is a subset of asset management, because code is a subset of assets (depending on how you define 'assets'). The oldest known example of this is commenting and uncommenting code.
Or worse, printf debugging.
This can be file versioning, basic undo services, graph management of forks and mergers, toggles for features or modules, etc.
DATA management is about anything that doesn't fall into the other categories, everything from mission text to npc dialogues, quests, location names, item stats, the works. Anything you'd be tempted to put in a database, falls under this category. Haven't yet seen many engines offer this as an explicit built in tool as of yet, because the other problems are non-trivial as is, so this is a bit of low hanging fruit that gets handled by external tools, or loaded from formats as simple as json.
COMBINATORIAL DESIGN management is the idea of prefabbing, blueprints of broader object design using nested prototypes of existing game objects, to create more complex, reusable set pieces. Unity did this well. GM does this in part.
COMBINATORIAL BEHAVIOR management is entity-component systems, plus tooling to make it easy to add, remove, and configure components and their values on entity blueprints, also not uncommon. Both stencyl and unity do this. GM has a precursor to this in the form of configurable fields, but these fields are not based on component scripts attached to objects.
FEATURE COMPLETION is that set of gameplay mechanics or styles of design that an engine naturally makes easier to include or build in a game.
I don't think I'm aiming for all that, but I think at minimum a good engine has to do asset management, behavioral change management, prefabs, and entity-component systems with management tools for that. And ideally, asset change management.8 -
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. 😒5
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!Dev
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.
Your thoughts?5 -
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.
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So I found a course that shows how to make purely procedural animation for characters. The demo on youtube was pretty amazing. It is like 9 hours of coursework. I am expecting some good information from this. The course is for Unreal 5. I intend on extrapolating the relevant data to use with Godot.
I started watching the videos and everything is being done in blueprints. Not sure what I was expecting. The goal is to do procedural animation in Godot. The logical place to start is to install Unreal 5 so I can learn the blueprints and transfer that knowledge to Godot. Kinda funny. Yet another launcher I "get" to install.
The goal is reduce the artwork pipeline. If I can rig characters correctly I am hoping I can share animation procedures and not have to spend hours keyframing animations. Also, code that moves stuff is cool. I genuinely want to know how to make that work. No idea if the goal is achievable.
The course:
https://udemy.com/share/...
Youtube:
https://youtube.com/watch/...1 -
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 -
So freaking tired of being asked "when will the building be finished?" when I have received neither blueprints nor bricks.
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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
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Rant!
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 insightful when people actually convert their rant into a knowledge bomb 💣💥😅 https://hackersandslackers.com/flas...
Finally getting to know clear advantages of "application factory" over how Flask apps are usually sugar-coated in scarce tutorials.
This article also points out one of the core problems with Flask documentation and, consequently, a public view on Flask's feature parity with Django.
Ever wondered why it's looked upon as not very strong rival to Django? That's documentation... again, we come to that 😔⌨️🗑 It stretches a lot of commentary and side notes, but forgets to mention best practices from community.rant overlooked patterns where are my blueprints monopoly of django poor documentation tutorial hell make factory great again flask python -
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
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That moment when you're working at a Parcel Service or Warehouse and realize you're being worked too hard..joke/meme joke badcode blueprints funny thingsgonewrong hilarious haha gamedev warehouse boxes wrong
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That moment when you realize you didn't put something in and didn't see it. You wasted a few hours!!
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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
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Design in Motion: Real-Time Rendering's Impact on Architecture
Architecture, a discipline that once relied heavily on blueprints, models, and lengthy render times, has undergone a revolutionary transformation in recent years. The advent of real-time rendering technology has fundamentally altered the way architects visualize, present, and interact with their designs. This paradigm shift has not only enhanced the creative process but has also empowered architects to make more informed decisions and create immersive experiences for clients and stakeholders.
Real-time rendering, a technological marvel that harnesses the power of high-performance graphics hardware and advanced software algorithms, allows architects to generate photorealistic visualizations of their designs in a matter of milliseconds. Gone are the days of waiting hours or even days for a single rendering to complete. This acceleration in rendering time has not only expedited the design process but has also encouraged architects to explore multiple design iterations rapidly.
One of the most significant impacts of real-time rendering on architecture is the ability to visualize a design in various lighting conditions and environmental settings. Architects can now instantly switch between daytime and nighttime lighting scenarios, experiment with different materials, and observe how their designs respond to different seasons or weather conditions. This level of dynamic visualization offers insights into how a building's appearance and functionality evolve throughout the day, contributing to more holistic and thoughtful design solutions.
Moreover, real-time rendering has transformed client presentations. Architectural concepts can now be communicated with unprecedented clarity and realism. Clients can virtually walk through spaces, observing intricate details, exploring different angles, and even experiencing the play of light and shadow in real-time. This immersive experience fosters a deeper understanding of the design intent, enabling clients to provide more targeted feedback and make informed decisions.
The impact of real-time rendering on collaboration within architectural teams cannot be overstated. Traditionally, architects and designers would need to wait for a rendering to complete before discussing design changes or improvements. With real-time rendering, team members can make adjustments on the fly, observing the immediate effects of their decisions. This seamless collaboration not only enhances efficiency but also encourages interdisciplinary collaboration as architects, engineers, and other stakeholders can work together in real-time to refine designs.
The integration of virtual reality (VR) and augmented reality (AR) into the architectural workflow is another transformative aspect of real-time rendering. Architects can now create VR environments that allow clients to step inside their designs and explore every nook and cranny. This not only enhances client engagement but also enables architects to identify potential design flaws or spatial issues that might not be apparent in 2D drawings. AR, on the other hand, overlays digital information onto the physical world, facilitating on-site decision-making and construction supervision.
Real-time rendering's impact extends beyond the design phase. It has proven to be a valuable tool for public engagement and community involvement in architectural projects. By creating virtual walkthroughs of proposed structures, architects can offer the public an opportunity to experience the design before construction begins. This transparency fosters a sense of ownership and allows for constructive feedback, contributing to the development of designs that resonate with the community's needs and aspirations.
The environmental implications of real-time rendering are also noteworthy. The ability to visualize designs in various environmental contexts contributes to more sustainable architecture. Architects can assess how natural light interacts with interior spaces, optimizing energy efficiency and reducing the need for artificial lighting during the day.
In conclusion, real-time rendering has ushered in a new era of architectural design, propelling the industry into a realm of dynamic visualization, immersive experiences, and enhanced collaboration. The ability to witness designs in motion, explore different lighting conditions, and interact with virtual environments has redefined how architects approach their craft. From facilitating client presentations to fostering sustainable design solutions, real-time rendering's impact on architecture is profound and multifaceted. As the technology continues to evolve, architects have an unprecedented opportunity to push the boundaries of creativity, efficiency, and sustainability in the built environment.