Hristo

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Hristo

Hristo

@MrTapa

Senior Tech Designer @SplashDamage Working on Project Astrid Does #UE5 magic he/him Portfolio: https://t.co/kZDSnJEK5Y LinkedIn: https://t.co/b7uQl28OYA

Bromley, London Katılım Eylül 2011
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Hristo
Hristo@MrTapa·
Hi #PortfolioDay, tech designer here. I make stuff feel nice when you play it and help my peers work more efficiently in engine. Sometimes I post gameplay, other times random experiments, and occasionally I do breakdowns on tech design/art things in #UE4
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Hristo
Hristo@MrTapa·
@clongmire42 @QuodSoler For a GAS ability to affect mover, mover would need to know the historical data of GAS's internals, deterministically. If you grant a sprint GAS ability, at frame 30, mover needs to be able to ask GAS during resim at frame 29, and see that sprint isn't granted, but is at 30 etc
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Hristo
Hristo@MrTapa·
@clongmire42 @QuodSoler Granted I've only done chaos mover so far, but I am expecting regular mover to be the same. I wanted to make a stamina system, and after a couple of failed attempts to have it on the game thread, and send it to mover, what worked is to make it inside a movement state, and export
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Quod Soler ☀️
Quod Soler ☀️@QuodSoler·
Nobody teaches you how to build combat in Unreal. Hit detection, damage pipelines, GAS... you're expected to piece it together from forum threads. So I teach it: one free email a week on GAS and combat design for solo devs. Join 750+ → quodsoler.com/unreal-solo-ga…
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Hristo
Hristo@MrTapa·
@clongmire42 @QuodSoler It out via the aux state struct, so gameplay can read it next mover update. If you want gas to influence mover, their re-sim behaviour needs to match up, and be mutually accessible which sounds like a lot of engine change-y work.
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Hristo retweetledi
おかず
おかず@pafuhana1213·
UE5.8の新機能「Sandbox」を触ってみた!…少し試してみたい作業をローカルのみでできるの便利!(他の邪魔にならないように、Testフォルダとか作らなくていい) 作業内容をzipでexport -> inportする機能もあって、「ちょっと試してみて」と渡せるのも良き良き portal.productboard.com/epicgames/1-un… #UE5
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Slava Borovik
Slava Borovik@BorovikMotion·
I'm starting a new series of tutorials that explain the creature's locomotion in detail. We'll go through each part of the state machine and discuss various tricks and non-obvious moments. The rig and animations are free and available for download. All links below:
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Cobra Code
Cobra Code@CobraCodeDev·
Since Unreal Engine 5.6 Booleans can now be converted to Bool Branches by right clicking them! Just a very small quality of life update, but it'll make you work slightly faster and make things more readable, similarly to Validated Getters.
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Hristo
Hristo@MrTapa·
@_Jambax stretch* not strengthen. But yeah, I cant remember where but unreal is doing some version of string pulling to make sure the path is the shortest, my best guess is that the issue can be resolved there
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Hristo
Hristo@MrTapa·
@_Jambax I remember running into this when I was prototyping a new AI movement component at work. It was explained to me that this is a case where the recast graph is going through a tile, in a specific order, where the post processing, cant strengthen it out to just two points
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James Baxter
James Baxter@_Jambax·
Those familiar with Recast/Detour and @UnrealEngine - any idea if this issue is inherent to recast or is it something specific to Unreals implementation? Seems to be something specific to either triangles, or pathfinding across tiles... 🧵
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Tim Sweeney
Tim Sweeney@TimSweeneyEpic·
Indeed Unreal Engine is moving to Left-Up-Forward coordinates everywhere, starting with UEFN, and coming to UE5-6 in an incrementally-adoptable way through UI settings and C++ helper functions/macros to ease the transition. This will align Unreal with Y-Up, right handed standards of USD and glTF. Why? Because future 3d tools and ecosystems will be increasingly interoperable and standards-based. There are a lot of missing standards we’ll need to propose, and Team Unreal will be far more successful proposing new things if we adopt and add to existing standards and conventions. The USD-glTF-Maya-Houdini quadrant is the center of mass for complex code-art-pipeline tooling that is highly sensitive to coordinates. (Flipping coordinates when exporting from AutoCAD or Blender is easy enough; changing a movie vfx pipeline is not). Coordinates based on project settings sound like a have-it-your-way compromise but are a combinatorial mess when projects are a mix of code modules and content packages from many independent authors. The best time to make this change would have been 1995, but I believe the second best time is now with the launch of Scene Graph in UEFN.
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Inu Games@games_inu

They changed the orientation of axis in ortho view in #UE5.6. Is the LUF coming here too?

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Lincoln Margison - Game Development
Lincoln Margison - Game Development@LincolnMargison·
MotionRig - A modular and procedural animation system. Epic MegaGrant application video.
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Hristo
Hristo@MrTapa·
@GhislainGir I miss it too haha, the phase of a project where you get the figure out the core 3Cs is always my favourite
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Hristo
Hristo@MrTapa·
Managed to make traversal actions in the MM template, be fully dynamic, and not require any markup. All ledge grab anims start from the ground in the data set, so mid-air grabbing has a sho range to force it to pick a frame that is already mid grab. Kinda works #UE5 #gamedev
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Hristo
Hristo@MrTapa·
@dachao1616 With an arbitrary mesh you can find thickness by tracing from the other side, but you won't be able to find any meaningful edges, you can just approximate by doing a one trace from above, or a couple and average a plane from them Here's what avatar does: gdcvault.com/play/1034304/O…
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Hristo
Hristo@MrTapa·
@dachao1616 Not with that type of edge calculations. If you want to use a custom shape you probably need to switch to using sphere traces as opposed to line traces so you get a higher tolerance, and in general the mantling required by the animations here requires an edge and thickness
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Giuseppe Navarria
Giuseppe Navarria@B4DC0FFEE·
I'm starting something new with some friends. 😎
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Hristo
Hristo@MrTapa·
@bitkari Best of luck friend. I hope our paths cross again, I wholeheartedly enjoyed making games with you.
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Lance
Lance@bitkari·
Today is my last day at Splash Damage! I want to thank everyone I’ve worked with over the years, and wish you all the best as you create the most amazing games. I’ll keep you posted on what’s next for me! x
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Hristo
Hristo@MrTapa·
@B4DC0FFEE This reads like someone instructed chat gpt to announce layoffs without saying the word and deflect negative outlook towards the company
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Hristo
Hristo@MrTapa·
@clongmire42 @amethyst_videos or is it that MM's further sampling will be based off of the post processed rate and stride warped anims, and thus pick the wrong thing?
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Hristo
Hristo@MrTapa·
@clongmire42 @amethyst_videos In theory, feeding the MM a clamped speed based on the nearest analogue input to speed samples, and then stride warping and changing play rate as a post process should work right, so where would the selection issues come from?
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