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Posts by Hristo Enchev

Desolate Drive

Desolate Drive

Just played Desolate Drive, a really cool vehicular combat project from 2020 inspired by the art of Simon Stålenhag.

oursbleu.itch.io/desolate-drive

Check out more from the creators: oursbleu.itch.io/, x.com/RizzToTheIzzle, @gortnar.com, @mrtapa.bsky.social, whythisname.itch.io/

9 months ago 9 1 0 1

Having worked on CMC movement for 5+ years now, I think the average games people make will benefit a whole lot more from the types of things you can make in a client auth model, and the ease of making them, will be outweight by the `slower` cheat detection/protection model of heuristics

1 year ago 2 0 1 0

Now, obviously bad connections happen and clients might `look` like they are cheating if they miss some gameplay state, in a client auth movement scenario, but that's why we can track things over time.

1 year ago 1 0 1 0

if 9 clients get their movement speed reduced by 40% when X happends, and the 10th player is still at max speed, ban that guy.

Sever auth movement is the holy grail and prevents cheating, but it also prevents a whole lot of gameplay mechanics and feel things

1 year ago 1 0 1 0

as cool as server authoritative movement is, what would be, perhaps cooler, if we got a framework for client sided authority cheat detection heuristics.
Let me do all the things on the client, and score the outcome of player state over time, and correct/ban whoever goes beyond expected result.

1 year ago 4 0 1 0

yeah, rope physics door puzzle game type thing.
Try to port to 5.5 and make a small little demo

1 year ago 4 0 0 0

come December I've got holidays and plans with @seannoonan.bsky.social to start working on a thing again.
so there is a chance I post things :D

1 year ago 1 0 1 0
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oh no

1 year ago 1 0 0 0

One downside here is without C++, you are stuck with a UObject that has no world. And therefore you cant use functions that require a world, like trace functions.
You can create a C++ base class from UObject, which has UCLASS(meta=(ShowWorldContextPin)), and subclass that in BP.

1 year ago 0 0 0 0
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It works best on objects that get reinitialized or are CDO by themselves.
So things like actor/scene components, widgets work well.
Pure UObjects as well In the vid above I basically make a double jump inside this UObject

1 year ago 0 0 1 0
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Need to start transferring posts from twtr.
Here's a recent fav because it really makes you approach building things differently.

It is possible to hot-reload Blueprints, while in PIE in UE5.
There is an array of allowed classes under
EditorPrefectences>BlueprintEditorSettings
#gamedev #ue5

1 year ago 11 0 1 0
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This is how it looks when it's working, though. It's SUPER COOL!

The math on this was kinda wild, @mrtapa.bsky.social helped a TON. His solution ended up far more elegant. My initial efforts were... uhhhhhhh, less good. But it works now! It saves me SO much time!

1 year ago 7 1 0 1