Will Kolb's Blog

Green = low-tech, blue = high-tech

Unreal Stuffs

I’ve been playing too much xcom and I felt like my c++ skills were waning so I thought it would be a fun quick project to quickly spin up a turn based squad commander system. The camera First thing that is distinctive about xcom is that it’s an isometric game, therefore the camera is fixed […]

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Leaning Updates

(Writing as I’m doing this fyi) I wanted to re-write the leaning in the game. Right now the movement is all very snap, which has some skewing to it but i wanted a more gradual lean in. (Normally I would use https://blueprintue.com, but wordpress is weird about iframes) Now you can see here the process […]

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Chaos Physics 1…me 0

Spent a bunch (like 1-2ish hours) of time trying to get the chaos physics working with the tree and… It kinda works but the issue comes into the in game interaction. The damage levels seem to be weirdly arbitrary and aren’t assigned to a root bone but the pieces themselves Also the definition of “damage” […]

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Loop-gardium Loop-iosa

Wanted to make a 200-ish bmp beat but I got bored and glitched them the hell out. You should NOT do this for any reason, normally it makes a horrid clippy sound, in this case I compressed and filtered it so it wasn’t that bad. The synth-y part is an Abelton meld preset with an […]

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“DATA INCOMING!”

Made a data display using threes.js for a cool display for alerts over time. The thought was that the radial view would be displayed in a corner then would unravel as the user clicked the window to display a timeline of events. There’s a hitch when converting from the polar plot to the linear plot […]

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Tree part 3

Recording myself modeling another tree. Then I realized I probably shouldn’t be posting videos with copyrighted music, so I made a song to go along with the tree recording (I used some of the pre-canned abelton clips for bass and vocals which feels like cheating but I wanted something kinda alright and fast, the drums […]

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RUST

My friend is working on some stuff in rust and it’s popped up in my job a few times so I wrote an asio sine wave generator in rust to familiarize myself. FYI the code below is not debugged/cleaned up and definitely has stuff that can be taken out. Anyone who knows rust probably wont […]

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More Tree For Thee

I made a better tree, not perfect (it still has the weird branch in the upper left) but its more passable than the other tree I made. I also found in unreal the “Foliage” system ( see https://dev.epicgames.com/documentation/en-us/unreal-engine/procedural-foliage-tool-in-unreal-engine ) which is the opposite of the “Landscape” system used for grass. Essentially it lets you spawn […]

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THE WOODS!

Jumped back into unreal but I’m heavily procrastinating the game parts so I started messing with some of the environment tools in unreal. Specifically I’ve been poking at the grass setup tools (https://dev.epicgames.com/documentation/en-us/unreal-engine/grass-quick-start-in-unreal-engine). Not too complicated essentially, your environment drives a few inputs and outputs in your landscape material. So I whipped up a quick […]

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