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dylanTheDeveloper

@[email protected]

Unreal 4 and 5 expert with 3D art and animation skills

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dylanTheDeveloper,
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And programming video games is really difficult most of the time compared to working on something like a point of sale system or API

dylanTheDeveloper,
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I have a 3090 and the populated areas gave me big lag. Even my poor Ryzen thread ripper chugged when normally it handles everything without flinching

dylanTheDeveloper,
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Last time I fingered A minor I went to prison

dylanTheDeveloper,
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Look I was taught and told that optimisation should be done at the end of development because if you refracter code to optimise it then there’s a chance that breaks something else and after continuing development the code you ‘optimised’ will end up being refractored again anyway (and probably end up less optimised).

StarUI, a must-have mod to replace the bad inventory UI (www.nexusmods.com)

For anyone who hasn’t yet checked out the Nexus since the game’s release, an inventory UI replacement mod has already been out for some days. It gives you a way more compact and useful inventory interface with clickable columns that you can sort by, and most importantly the value per mass column. The most important item stat...

dylanTheDeveloper,
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Todd Howard has an alien brain so he thinks differently when it comes to UI design

dylanTheDeveloper,
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All they do for 99% of each episode is talk about how they gonna defeat this enemy who is standing on the other side of the screen staring menencly at the protagonists

dylanTheDeveloper,
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I’m having fun zooming around the galaxy as a tough bounty hunter/vanguard. Has all the good bits of Fallout (exploring abandoned buildings, weapon variety, base building etc). I swear people are not even playing the same game with how they describe it.

dylanTheDeveloper,
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It’s crack for my brain

dylanTheDeveloper,
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Exactly what I experience in every Bethesda game. Boring ass main quest line where a bunch of British people telling me about starsigns or some shit and then I joined the vanguard and never touched the main plot again because exploding pirates and space hobos while exploring planets is where it’s at.

dylanTheDeveloper,
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I personally like to explore barren world’s and drift around the galaxy but I can see how boring it would be for alot of people.

dylanTheDeveloper,
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I can see why the reviews are between ‘Best game ever’ and ‘worst game Bethesda made’ and it’s so strange. I personally love Starfield and it’s universe while my friend hates it because it’s boring for him.

dylanTheDeveloper,
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Okay but Martys RTGI is great and works in quite alot of games without much tinkering (just need to access depth buffer), don’t mind paying for it. Useally sub and let it expire once every few years.

Can you play starfield while mostly avoiding the space cowboy stuff?

I already disliked all the references to US history in Fallout 4. To me, cowboys feel misplaced in a science fiction universe. It’s just personal preference though. But the question stands: are large parts of the main story related to the cowboy characters, or does it work mostly without?

dylanTheDeveloper,
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So it’s exactly like bravestar

What are some alternatives to bars that stay open late for folks that don't drink alcohol?

Bars are notable for staying open late, but I’m not really familiar with alternatives that might operate similarly. I think many cafés (at least around my area) tend to close a few hours earlier by comparison, which would be my go-to for an alternative otherwise, so what other options are there?

dylanTheDeveloper,
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Then it’s a girl truck and you’ll have truck puppies

dylanTheDeveloper, (edited )
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Todd expose this setting for ini I fucking hate moonrune math.

dylanTheDeveloper,
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Oh no grandpa about to tell his cock and ball stories again

dylanTheDeveloper,
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My idea of stilts would be safer

dylanTheDeveloper,
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You ever spent a day working on a personal project where you absolutely blazed through the work and are excited about jumping back in the next day but being so excited you can’t sleep and just browse. Yeah

dylanTheDeveloper,
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Could give space engineers a go

dylanTheDeveloper,
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Or we brought the wrong version 😿

dylanTheDeveloper,
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You’ll die someday and the sun will explode in a few billion years

dylanTheDeveloper, (edited )
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Modern game engines are extremely complex machines, starting from scratch would take decades because it’s fundermental things like drawing geometry in a 3D space, getting input, memory handling, garbage collection and all that low level stuff that needs to be re-done. Physics requires lots of work, so much infact for a time HAVOK was the go to plugin for most engines (still kinda is) just because of how God damn hard it is to have nice physics and high frame rates (tried to build a physics engine from scratch in C++ and I couldn’t get past the floating point position problem so anything too far away from 0,0,0 would spaz and handling multiple collisions on an object simultaneously caused all sorts of freaky things to happen).

Then when that’s done you still need to write additional tools and plugins so developers can import assets and scripts into the engine plus a level editor for designers to place objects, triggers and all that fun stuff.

After that you can now start making the game.

Bethesda probably rewrote huge chunks of their engine to support larger texture sizes and improve performance across the board for Starfield.

If they do decide to dump it then they’re most likely to use an existing engine like Unreal or Cry rather than build one from scratch.

Personally I believe the reason why they didn’t re-write the character movement is because it would also mean altering way to much stuff on the front end.

A good example would be if I use FunctionGetVelocity in my script to determine if a player is moving and it use to return an int but now it returns a float because of the rewrite, without conversion would mean you’d probably get a crash.

Another example would be AI related. If I use a variable to get a rot data type but now that’s been replaced with a struct that needs to be split to get rot now suddenly you have to touch the code to make it compliant.

dylanTheDeveloper,
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With nanite, live coding and lumen Unreal is unbeatable at the moment and lots of studios are hiring like crazy for Unreal Engine specialists to try and beat the competition.

If CDPR wants to compete they’ll have to do a ton of work making those tools for designers and artists easy to use (alot more in-house engines still have source 2 hammer editor style toolkits and command line conversion tools which are shit compared to Unreals drag and drop advantage).

Plus Unreal 4/5 was built to be as modular as possible so you can build whatever you want while CDPR engine was built specifically for this genre of games Cyberpunk is in. They definitely could and I see the engine having potential but afraid that’s it’s not flexible enough without serious work.

dylanTheDeveloper,
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I think the hardest thing to do is having complex facial expressions overlapping when characters talk. You could do face capture for every dialog option but that would be a massive task.

In alot of engines characters mouths are controlled by a lip sync system that uses, pitch, tone or text fed dialog to ‘mimic’ words being formed in the mouth. It’s far easier to have that and then having facial expressions as a separate animation layer that’s blended together and triggered based on a enum that’s selected by a script (say a players dialog option says “Your a mean man” and the player selects it, the NPC knows what you selected and in that dialogue option theirs a little enum (it makes more sense if you treat a dialogue option as an object) that contains the facial expression or expressions that are appropriate to use in response).

Full facial animations are used mostly for cutscenes because actors cost money while in game is just the engine trying to move the mouth using code (I know Farcry 5 had this where only the important characters had full facial animations and the rest just flapped their mouths up and down).

dylanTheDeveloper,
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Bethesda really needs to tweak their subsurface scattering for the skin and eyeballs (maybe have a separate render method of eye scatter)

dylanTheDeveloper,
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The one thing Unreal still has bug wise is the fact I can’t place hundreds of actors in a blueprints viewport because it lags like Satan but if I run code that spawns the same amount attached to said actor or drag the same quantity into the level itself it works without issue.

dylanTheDeveloper,
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Some populated areas are lacking that nice complex shadows, without nice lighting it looks flat

People should stop making video tutorials for simple problems

Every time I google a solution for a simple problem (like where to find a feature of a software in its menus or how to calculate something) I always have to navigate past the dozen youtube links to find the article or manual that tells me the solution in 10 lines of text....

dylanTheDeveloper,
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It’s Googles fault for pushing videos first

dylanTheDeveloper,
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Mines shingles in your area

dylanTheDeveloper,
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No I’m receiving one

dylanTheDeveloper, (edited )
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They had some kickass developer streams on YouTube. I still remember when they were playing Saints Row 3 and (I think it was the lead designer) being amazed that a helicopter had an interior texture for the cargobay even though 99% of the time you wouldn’t see it. Also skinballs and how they used markers to determine NPC behaviour out in the world.

Also the horror story of how they spent weeks compiling visibility volumes for Saints row 1 and having to satisfy silly requirements set by Microsoft such as having a game trailer play on the title screen if no input was detected for a set period of time. They just played a video of them playing the fucking game so they didn’t have to do any cinematics lmao.

The Red Fraction Guerilla stream was extremely interesting. How they managed to make destructible buildings and the limitations of that system. They used a stress mechanic that used key parts of a buildings frame to determine how stable it is (can’t remember if they used vertex weighing or not).

But unfortunately the most talented on the team didn’t get much of an input of where the IP went

dylanTheDeveloper,
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Is the moon still blue, can we reschedule this for September instead

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