The borderlands 4 issues with unreal (see: https://www.pcgamer.com/games/fps/borderlands-4s-latest-patch-triggers-a-flurry-of-performance-complaints-but-gearbox-says-new-stuttering-problems-should-resolve-over-time-as-the-shaders-continue-to-compile/ ) made me realize I was doing all of my materials wrong. Originally the way I pulled in 3d meshes generated a material of each slot in the mesh. So I thougth I was being clever by using material slots to determine colors (so I didn’t have […]
WillKolb.com: ZuneHD Compatible
I found my old zune hd and I’ve been messing around with it. I connected to the internet and surprisingly: The text doesn’t scale properly, which is because why on earth would any front end support 480×272. Makes me wonder if there’s a low res “reader mode” plugin/redirect I could get running. Also the Zune […]
Touch-ups (also feat. boomstick)
Got the double barreled shotgun in game: I also added in some tracers to make shooting a bit better: On the back-end side I re-worked how damage functions, so now there’s falloff for shots: (Note the damage numbers in the corner). This should make things a bit better in terms of longer range engagements. I […]
Using ML to make a well known and established DSP techniques harder (Part 2)
I got some feedback from my last post which basically said: 1.) “Why didn’t you test against different signals? “ 2.) “The signal I chose was too match against was pretty simple, you should do a continuous function” 3.) Why wouldn’t you make a subfunction to detect something like a pulse (containing something like a […]
“Time is the Enemy” (feat. boombstick)
Now that I’ve closed the gameplay loop I realized there’s really nothing pushing the player along. Right now if I just have “go destroy this thing” the gameplay would get stale very fast. To counter this I wanted to make some kinda timer that would force the player to go out and explore/accomplish their mission. […]
Bunch-o-Updates (also “Git outta here”)
Here is the first full(ish) gameplay demo for this game mode (gotta use youtube because of WordPress size limits) Big things that changed:I added a bit more to the test gameplay map: Including a quick fence model: Also I put lights ontop of all the bots to indicate what team they’re on. Blue=player team, red […]
Okay so maybe making a “hardcore” shooter isn’t a good idea
I added in a bunch of stuff but showing off is kind hard right now… Gotta add in damage multipliers based upon difficulty level.
Side Profile(r)
I closed the “Game Loop” by adding announcements to the hud and creating a “OnGameModeAnnouncement” event that huds can bind to: The look isn’t ideal but I’m working through it. In addition when I flipped things to “Standard” game mode (which has pretty much all of the bot types) my fps went from like 60 […]
Events are interrupts but in a make believe comp-sci context
Had a few learning experiences with Unreal when working on the global game mode settings stuff (Also I used the term “group ID” in the game but I call it “team ID” randomly so bare with me here and assume they’re the same thing). 1 – Event dispatchers kick off before the game tick (which […]
Post Updated with github.
I updated my AI/ML post to have the github repo here: https://github.com/wfkolb/ml_signal_detector/tree/main Aiming to do more work on this sometime next week.