Amey Chavan

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Amey Chavan

Amey Chavan

@apchavan

Full-Stack Software Engineer, GHD | Building my brand with games! Socials — https://t.co/Ml7DVqqUoB | https://t.co/RfkBc529Pl

India Tham gia Eylül 2020
531 Đang theo dõi91 Người theo dõi
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Alex 🦅
Alex 🦅@OutoftheboxP·
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Jean-Baptiste Louis
Jean-Baptiste Louis@JBL_GameDev·
Hey! I made this stylized water shader in UE5. No map, no texture, 100% code and its available for free (link below) #indiedev #UE5 #shader
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Amey Chavan
Amey Chavan@apchavan·
@geodraws_art Thank you for sharing this! It looks really outstanding…! I'm curious to know about two things: 1. Is that a Niagara System VFX effect…? 2. How did you create these character animations? Using Blender, Maya or something else?
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Amey Chavan
Amey Chavan@apchavan·
@itsBaffled @seiko_dev This is great! Thank you, Jack, for sharing this reference documentation… They also provided a table which mentions which ones can be replaced with regular C++ implementations. This is useful to consider and refer going forward… ✌🏻
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Jack
Jack@itsBaffled·
@apchavan @seiko_dev dev.epicgames.com/documentation/… They’re actually beginning to do the opposite, std should be used where applicable but yeah, once upon a time ago, they were creating abstractions for little reason other than to be “UE” code instead of std lib code
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Amey Chavan
Amey Chavan@apchavan·
@itsBaffled @seiko_dev Hey Jack, thanks for commenting! :) I see your opinion is right for using 'std' for simpler things like this & won't make much difference. But as we know just like for other purposes I think they want to streamline by not wanting #GameDevs to directly rely on 'std' namespace…
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Jack
Jack@itsBaffled·
@apchavan @seiko_dev Almost 0 reason to use that over std::numeric_limits, epic does stuff like this for no reason when a perfectly acceptable solution already exists, at least they’re startinggg to lean on std lib more for things like this
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Amey Chavan
Amey Chavan@apchavan·
Let me know how often you used the `TNumericLimits` in your project for min/max values of different data-types...?
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Amey Chavan
Amey Chavan@apchavan·
Other important steps include configuring necessary inputs using "Enhanced Input", & the corresponding 'PlayerController' to handle those inputs but from there, above steps mentioned are a high-level overview of how we manage additional input in specific Gameplay Ability itself!
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