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Edalt

Edalt

@EdaltNeru

En 3ème année de Game Design, addicte de prog sur UE5. Joueur de stratégie et RPGs. Ma santé de fragile et mes migraines m'empêchent d'être le maître du monde.

Cannes Katılım Aralık 2012
107 Takip Edilen41 Takipçiler
Edalt
Edalt@EdaltNeru·
@Lewchube Finally, the game is three times more expensive than games like Hades 2 or Silksong and isn't even 1% as good, but if you like overpaying for your games, that's your problem and has paid DLC. (12/12)
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Edalt
Edalt@EdaltNeru·
@Lewchube In short, I could go on and on, but I wonder if it's really worth arguing with someone so delusional who says that “every gameplay system feels so built around each other” when it consists of mindlessly spamming all the keys while holding down ZL. (10/11)
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Edalt
Edalt@EdaltNeru·
@Lewchube Hope you're joking, right?
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Dave
Dave@ImBigDaveToo·
Mega Dragonite but I put the wings on its back because why the hell aren’t the wings on its back lol
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Edalt
Edalt@EdaltNeru·
One is the official Mega-Evolution of Dragonite, and the other is a fan-art created using #ChatGPT @OpenAI Guess how's fake one.
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Dhanian 🗯️
Dhanian 🗯️@e_opore·
Most Developers, designers & IT experts are making $200-$300/day online Now, I'm sharing exactly how they did it... Get 25 Job Sites for Finding Your First Developer Job Want it free? Like & reply "Job" and I'll send it to you [Must be following to get DM – 72 hours only]
Dhanian 🗯️ tweet media
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Edalt
Edalt@EdaltNeru·
@AndiDev_ You forgot to put a "While Loop" after the "Loop Body", connect a "Spawn Actor of Class" to the "While Loop" and select a heavy actor to spawn! P.S. : Leave the Loop Condition set to True, no need to bother creating a variable🤣
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Andreas
Andreas@AndiDev_·
I think I finally fixed my performance problem!! #UE5
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くろれきし
くろれきし@endwar1338·
Glitch material in UE5. Created as a post-process. I'm too busy working, but I'm trying to do what I want to do in UE, even if it's just a little. DL: x.gd/U01Y0 UE5でグリッチ表現ができるポストプロセスをつくってみた。テクスチャは使ってない。 #UE5Study #postprocess
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Eren
Eren@intaxTR·
BP2CPP is 10x faster than BPVM, while being around 10x slower than handwritten C++ code. Below in the video I record handwritten C++, BP2CPP and BPVM executing the code I'll post below as a comment and showcasing their execution speed. #UnrealEngine5 @UnrealEngine
Eren@intaxTR

Technically - 90% of the virtuals - 99% of the branches - 100% of the function pointers (they got transpiled into raw static functions with forceinline) - and 100% of static jumps is optimized away in codegen. So fingers are crossed for at least ~10-15x more perf benefit 🤞

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