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#UE5

8 posts7 participants1 post today

Did I post this? I will again. If you're making props for architectural visualizations, it would be ever so nice if their collision meshes roughly approximated the objects.

And glass rooms should have functional doors. I have to roll my own. This is just mean.

I'm working on getting HOA meetings into Unreal Engine. I'm just doing it in 3rd person game mode. I'm not streaming video - everyone gets a character of their choice. But instead of everyone getting a game client, I'm considering using Pixel Streaming 2 so a browser should suffice. First pass is with clients.

Streaming video from multiple people's video cameras P2P into the game looks possible, although more of a project. There are bandwidth and resolution issues to deal with.

Baby steps. If I get this all working, maybe I'll play with it.

While the combination of jitsi-meet, wordpress, and my own plugin works to manage much of the HOA's business, there is a lot of unnecessary maintenance due to upgrades. One of them caused jitsi-meet to stop working because it nuked a 3rd party configuration jitsi-meet relied on. It is only portable if you're a sysadmin. And I really need to make it more automated than it already is. I'm contemplating redesigning it in UE5, and making it browser-friendly. I could even make it 3D, if I've lost my mind. Well, you can't lose what you never had in the first place, so I shall continue this contemplation in all possible D's.

I wrote code last night, if by "last night" one means "until 6 in the morning." This I'm doing in UE blueprints. One function I wrote looks like a blueprint for a circuit on a motherboard. I have no idea if it works yet, but it's probably the prettiest function I've ever written. I'm a human CAD/CAM system, lol. Send help.

Well, I upgraded some stuff in the RTS I'm rewriting from scratch. Buildings now change to red if you can't place them where you are hovering, and that prevents them from being clickable, so they won't be placed unless green. These colors are only for players placing buildings. AI uses environmental queries. And I am using overlaps to determine if a building can be placed somewhere. The ground is essentially flat in this one. I needn't worry about ground interaction. I set a timer, so if you click on a build window, the window closes after 10 seconds. I may get rid of that. Instead, it should probably just close if you left-click away from it. Maybe both?

I can now generate a pretty dense forest of whatever I want. Right now it's 2000 resources for all players (up to 7). That could be adjusted, so I need to add it to a menu. If a PC is slow, generating anything much larger might take some time. A few hundred would make for a more interactive experience when NPCs show up looking for gold or whatever.

Whee.

Oh, hey. I found something, and it's not my bug, for a change.

There exists a data table based on an indexed array of floats. Each float is represented by a 1x1 array for reasons. Surprise. One float was 1x2, with different values. The data table initializes an array in a 1:1 manner. This seems guaranteed to have side-effects.