And I invite Discord devs to make their "communities" indexable.
C++ is also the standard in game dev. You may see some C# here and there, but most engines, public available or otherwise, are built on C++.
If it is a AAA game, I can assure you it is most likely made with C++.
I think that instead of trying to grow this community, we would be better off by rewriting the existent large communities' members in Rust for a safer approach.
I do it all the time. Toys are super fun.
I haven't noticed that I was working on master instead of main. Merged it to main now
Not anymore! Merged it to main.
Video
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My solution is shader based. The object inside the cube is visible when viewed trough a "portal".
You may find this example scene and the code here: https://github.com/ArmainAP/Godot-Occlusion-Portals
Professionally: Unreal Engine 5 Hobby: Godot and Unreal Engine 5
Godot is fun, quick and small. Unreal is powerful, bulky and big.
Somehow I found ways to remove and break the GUI multiple times in multiple ways in multiple distros.
Different scenarios, different times, different issues trying to "fix". My usual fix after this was always to copy what I think I still had important and then move on with a reinstall.
Recently I have been playing with ZorinOS and broke it in the same way by fidgeting with pipewire. Distro hoped to Fedora Silverblue due to the immutable filesystem. I wonder if I will break this one in a way I cannot revert it easily with rpm-ostree. I almost feel challenged.
I recently distro-hoped to Fedora Silverblue and I am quite pleased with it. This version has in immutable filesystem, thus you might want to look for another version of Fedora.
NixOS is big no go for me too, especially given that you can install the Nix package manager on any distro easily.
Arch Wiki is great and I often use it for non Arch distros well.
Quite funny, especially considering that I was considering to resume working on an old project of mine involving AI and EEGs. Sorry!
Was he interested in developing games in Roblox or just playing them? If he was interested in development, consider showing to him Godot. Do a simple tutorial together, maybe a multiplayer that he can send and show off to his friends.
The UI/UX is a bit bad as the user flow is mangled. i would advice adding one of the new strong captchas and upon failure, redirect the human towards the human page and the bot towards the bot page.
No and if I remember Unreal Marketplace License coreectly, that be also breaking the license.
That is still extremely valuable feedback.
"If it looks like a duck, swims like a duck, and quacks like a duck, then it probably is a duck."
If it looks like a duck, swims like a dog and barks like a dog but I am still telling you it is a plain old duck, there is a miscommunication between me as a game developer and you as the player.
Github/Gitlab/Gitea per repo and project issues?
There is! Sometimes a bit buggy as it stops downloading files, but restarting it resumes the download:
What do you think of the way Subnautica did it during development with the feedback button?
I think most devs do not bother with this despite being quite trivial to implement. This inspires me to create an Unreal Engine plugin that allows the devs to easily implement it and for the player to easily use it.
Asking as I have been trying to setup my Gitea repo to push to Azure Repos and I horribly fail at it. I tried PAT, I tried repo git credentials, nothing seems to work and I always result with an Error 401: Unauthorized.
2PM and I chose it that way with my project manager. That way I can have either at the end of my day or at the start of my day.
We rarely really need it but we enjoy the casual chit chat as the serious stuff is handled in less than 5 minutes.
Pardon my ignorance, but what is wrong with Cloudflare?
I really love the project structure of C++. I know that it is an archaic design developed like this due to lack of resources, but I find packages extremely offputting.
The first reason is that splitting declaration and implementation across files makes it easier to figure out what something does.
Second reason is that I feel that I have more control over libraries and packages that have to be manually added to a project rather than using a package manager.
Third, I feel like modern languages iterate over too many versions too fast. C++ has version releases too, but I feel that versioning is handled better from time, compatibility and stability point of view.
Spline System for UMG. Contribute to ArmainAP/Unreal-Engine-Widget-Spline-System development by creating an account on GitHub.
Title says it all. Currently no README as I can call functionally done but still WIP from the point of usability as I am trying to get the points editable via mouse clicks besides the details panel. Description and screenshot with the demo level added!
Any feedback/suggestion/tips are welcome!