Ue4

UE4 C++ Interfaces - Hints n Tips

development gamedev ue4

Tutorial on how to use interfaces defined in C++ in UE4, with some useful practical tips

Read more →

My UE4 VCS setup - Gitea + Git + LFS + Locking

development gamedev git ue4

The case for self-hosting VCS For game development, I like hosting my own source code repositories. The reason? They get big really fast. We’re hardly making AAA assets but even so, things adds up very quickly unless you’re doing something low-fi. Big files mean increased storage costs, and slower network transfer speeds if you use remote hosted solutions. If you self-host, storage is much cheaper to add compared to, for example, $5/month per 50GB on GitHub, and you can locate your server closer to your work machines to speed up data transfers.

Read more →

Using Bullet for physics in UE4

development gamedev ue4

A Problem of Determinism I had a particular problem to solve for our next (so far unannounced) game. I needed deterministic physics. That is, given a certain starting state, I needed to know that if I applied the same forces to that simulation, the same results would always occur. Now, this is extremely hard to do universally, especially across platforms, and even between different binaries on the same platform. So, I limited my definition a little: that given an identical build, on the same platform, the results were deterministic.

Read more →

From Unity to UE4 - Part 1

Almost 4 years ago now I blogged about my decision to use Unity for our new game development adventures, and in that time we’ve shipped one game (Washed Up!), stealth-shipped one polished prototype (only to our bestest fans 😏), participated in 4 game jams, and noodled with another 2 prototypes that never saw the light of day. All of those have used Unity, and generally speaking we’ve been quite happy with it.

Read more →