[QUOTE=sarge997;48259885][B]What the fuck Unity...[/B]
[vid]http://webm.host/41d19/vid.webm[/vid]
How do you even let this happen.[/QUOTE]
Reminds me of
[quote]Throw your hands in the air
And wave 'em like you just don't have the quaternions solved correctly[/quote]
[vid]https://pbs.twimg.com/tweet_video/CDFAINgUsAEM-Z7.mp4[/vid]
I've been trying out UE4, mainly to get back in to using C++ after like 4 years of not touching it. As my first project, I've ported my Vive Minecraft clone and improved it a bit:
[vid]http://files.facepunch.com/ziks/2015/July/21/2015-07-21-1701-02.mp4[/vid]
None of these MP4s ever work for me.
I feel like I'm missing out. :frown:
[editline]:([/editline]
Several of the WebMs don't work, either.
[QUOTE=Ziks;48260621]I've been trying out UE4, mainly to get back in to using C++ after like 4 years of not touching it. As my first project, I've ported my Vive Minecraft clone and improved it a bit:
[vid]http://files.facepunch.com/ziks/2015/July/21/2015-07-21-1701-02.mp4[/vid][/QUOTE]
What's your input device?
[QUOTE=Ziks;48260621]I've been trying out UE4, mainly to get back in to using C++ after like 4 years of not touching it. As my first project, I've ported my Vive Minecraft clone and improved it a bit:[/QUOTE]
I'm impressed you achieved almost the same thing from Unity, into Unreal.
I've tried UE4 in the past, and it just didn't feel right, it seemed a bit slower, and that it took longer to do things I was used to doing in Unity.
How are you liking UE4 compared to Unity?
[QUOTE=Killuah;48260719]What's your input device?[/QUOTE]
The motion controllers that come with a Vive.
[QUOTE=sarge997;48260866]I'm impressed you achieved almost the same thing from Unity, into Unreal.
I've tried UE4 in the past, and it just didn't feel right, it seemed a bit slower, and that it took longer to do things I was used to doing in Unity.
How are you liking UE4 compared to Unity?[/QUOTE]
It did take me a bit longer to port it than it took to make the original Unity one, but a large part of that was probably because I hadn't touched UE4 before and was pretty much re-learning C++.
Overall I'm really impressed, Epic have the benefit of making engines for well over a decade so their tech feels a great deal more powerful and solid than Unity with its many quirks. The main drawbacks for me are that it's pretty slow to recompile your code, so you can't really iterate as rapidly compared to Unity, and it crashes the entire editor if your code faults.
[QUOTE=Ziks;48261258]The motion controllers that come with a Vive.
It did take me a bit longer to port it than it took to make the original Unity one, but a large part of that was probably because I hadn't touched UE4 before and was pretty much re-learning C++.
Overall I'm really impressed, Epic have the benefit of making engines for well over a decade so their tech feels a great deal more powerful and solid than Unity with its many quirks. The main drawbacks for me are that it's pretty slow to recompile your code, so you can't really iterate as rapidly compared to Unity, and it [b]crashes the entire editor if your code faults.[/b][/QUOTE]
Lmao what
[QUOTE=geel9;48261265]Lmao what[/QUOTE]
You're writing native code, so I guess it's better to not take any risks.
[editline]21st July 2015[/editline]
Teaches you to be more careful too
[QUOTE=Ziks;48261258][B]crashes the entire editor if your code faults.[/B][/QUOTE]
Welp, looks like I'm not gonna be touching UE4 for a while. :vs:
It's not that bad because the editor is pretty quick to start back up
[QUOTE=Ziks;48261285]You're writing native code, so I guess it's better to not take any risks.
[editline]21st July 2015[/editline]
Teaches you to be more careful too[/QUOTE]
Doesn't the Unity editor lock up if you cause an infinite loop during playtesting?
[QUOTE=Ziks;48261285]You're writing native code, so I guess it's better to not take any risks.
[editline]21st July 2015[/editline]
Teaches you to be more careful too[/QUOTE]
Don't try .. catch statements work with this? Last time i was trying UE4 it worked quite well when quickly writing code.
[QUOTE=Ziks;48261285]
Teaches you to be more careful too[/QUOTE]
Pain is programmers best friend.
[QUOTE=cartman300;48261524]Don't try .. catch statements work with this? Last time i was trying UE4 it worked quite well when quickly writing code.[/QUOTE]
Yeah, but not when you fail an assertion in engine code, which is what most of my errors are.
And what I am working on? Re-learning how to type with 10 fingers. It's hard because every keypress must be coinscousnlylyl what ever this word is called.
[QUOTE=Fourier;48261606]And what I am working on? Re-learning how to type with 10 fingers. It's hard because every keypress must be coinscousnlylyl what ever this word is called.[/QUOTE]
consciously?
[QUOTE=sarge997;48261401]Welp, looks like I'm not gonna be touching UE4 for a while. :vs:[/QUOTE]
Well, Unity Editor does freeze unrecoverably if you accidentally do an infinite loop anywhere in a script.
And that should be an easy thing for them to detect and try to recover from it.
Not to mention when it decides on its own that it's time for the occasional crash.
[img]http://i.gyazo.com/51c3babe3a06125a9c937c0a4ba051a1.png[/img]
It's currently possible to do "swing 0" or "swing Orc" and smack yourself in the face with the club, but hey combat works.
[QUOTE=MatheusMCardoso;48261881]Well, Unity Editor does freeze unrecoverably if you accidentally do an infinite loop anywhere in a script.
And that should be an easy thing for them to detect and try to recover from it.[/QUOTE]
Turing is spinning in his grave
Infinitely
[QUOTE=krix;48262069]Infinitely[/QUOTE]
Well, he might stop, it's just not possible to figure out if he ever will :v:
You could at least cover a reasonable amount of common mistakes with a list of trivial cases.
finally figured out why my AI chat function wasn't working. It was writing the memory addresses too fast for the program to recognize them.
Got it working now (who needs sleeps when you can use Console.Beeps)
[url]https://streamable.com/q2ry[/url]
[QUOTE=MuffinZerg;48261965][...]
It's currently possible to do "swing 0" or "swing Orc" and smack yourself in the face with the club, but hey combat works.[/QUOTE]
Keep it.
[QUOTE=Falcqn;48262482]Well, he might stop, it's just not possible to figure out if he ever will :v:[/QUOTE]
Schrodinger's Turing
[QUOTE=ECrownofFire;48262575]You could at least cover a reasonable amount of common mistakes with a list of trivial cases.[/QUOTE]
Or just put in a timeout after a second or so, since Unity isn't threaded and as such a script hogging resources like that is a very bad thing anyway :smug:
(.NET actually does this with finalizers, they are shut down if they take too long.)
[QUOTE=Tamschi;48263167]Keep it.[/QUOTE]
Gonna keep it as a feature.
Its also currently possible to maul your fellow dungeon crawling friends to death.
Also rats can finally strike back.
[img]http://i.gyazo.com/2dda0350d80ecd07b334d0c4c88b720b.png[/img]
[img]http://i.imgur.com/j261ymy.gif[/img]
I've added some simple death and hit effects. I've been futzing with a bunch of different stuff all week, joysticks, sounds, optimizing stuff in general.
currently spriting the chest that the player will be able to get subweapons/coins/stuff out of:
[img]http://i.imgur.com/vSZEfeq.png[/img]
hi waywo it's been a long time. i sure have missed you. let's all cuddle.
sometimes i feel like a retarded phil fish in a time vortex where i'm doomed to retry the same concepts in slightly different ways design/implementation wise until they either get out of my head because they're like shards of glass or i finish my project finally.
[QUOTE=Teddybeer;48261921]You know those things that shock you when you get shot in FPS games? They should hook that up to compiler outputs.[/QUOTE]
What about another approach, everytime your code compiles the first time, you get free blowjob.
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