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  1. Embed this notice
    The Seven Voyages Of Steve (sinbad@mastodon.gamedev.place)'s status on Thursday, 23-Jan-2025 23:59:13 JST The Seven Voyages Of Steve The Seven Voyages Of Steve

    Most of the advice you'll find online about doing camera calculations like "how do I get a ray from the camera" in #unrealengine are subtly wrong. Here's a simple guide on how to do it right: https://www.stevestreeting.com/2025/01/23/doing-unreal-camera-calculations-right/

    In conversation about 4 months ago from mastodon.gamedev.place permalink

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    1. Domain not in remote thumbnail source whitelist: www.stevestreeting.com
      Doing Unreal Camera Calculations Right
      from @
      What’s The Problem? Sometimes you want to do some calculations based on the current view, such as a ray/plane intersection to figure out where the player is looking. A lot of information online will immediately tell you to “get the camera component and…”. ⛔ NO! ⛔ If you do this you’ll get some weird edge cases where the results that gives you are just plain wrong. The transform of the camera component on your pawn is NOT the current player view; even when it’s the camera you’re posessing right now.
    • Embed this notice
      Parrot (Jeff) (psychicparrot42@mastodon.gamedev.place)'s status on Friday, 24-Jan-2025 00:00:30 JST Parrot (Jeff) Parrot (Jeff)
      in reply to

      @sinbad Good stuff to know, thanks Steve!

      In conversation about 4 months ago permalink
    • Embed this notice
      The Seven Voyages Of Steve (sinbad@mastodon.gamedev.place)'s status on Friday, 24-Jan-2025 00:46:22 JST The Seven Voyages Of Steve The Seven Voyages Of Steve
      in reply to

      I added some gifs to demonstrate the kind of problem you can get using a ray from the camera component instead of from the player camera manager, under some simple camera lag settings changes.

      In conversation about 4 months ago permalink

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    • Embed this notice
      The Seven Voyages Of Steve (sinbad@mastodon.gamedev.place)'s status on Friday, 24-Jan-2025 02:16:50 JST The Seven Voyages Of Steve The Seven Voyages Of Steve
      in reply to

      By the way, I wasn't sure if we needed cloth sims in our tiny indie game with relatively small on-screen characters, but I was completely sold on it just from how the robes do a little "swish" when a wizard does a heel turn. Totally worth whatever cycles that's eating 😊

      In conversation about 4 months ago permalink
    • Embed this notice
      Leandro (Cerberus1746) (cerberus1746@mastodon.gamedev.place)'s status on Friday, 24-Jan-2025 03:19:00 JST Leandro (Cerberus1746) Leandro (Cerberus1746)
      in reply to

      @sinbad Just out of curiosity
      is there a reason why you didn't auto in the line
      `float HitDist = FMath::RayPlaneIntersectionParam(Loc, Fwd, FloorPlane);`?

      My C++ skills are better average and wanted to make them at least a little average :-P

      In conversation about 4 months ago permalink
    • Embed this notice
      The Seven Voyages Of Steve (sinbad@mastodon.gamedev.place)'s status on Friday, 24-Jan-2025 04:55:32 JST The Seven Voyages Of Steve The Seven Voyages Of Steve
      in reply to
      • Leandro (Cerberus1746)

      @cerberus1746 I usually only auto for types that are long / annoying to type

      In conversation about 4 months ago permalink
    • Embed this notice
      ghosttie (ghosttie@mastodon.gamedev.place)'s status on Friday, 24-Jan-2025 08:21:31 JST ghosttie ghosttie
      in reply to

      @sinbad subtly wrong - the best kind of wrong

      In conversation about 4 months ago permalink

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