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Steve Streeting

@sinbad3d.bsky.social

Greybeard. Made engines (Ogre3D), devtools (Sourcetree, Git LFS), now games, Unreal Engine tools & plugins. Baker, coffee nerd, Cat Dad. He/him Code: https://github.com/sinbad Blog: https://www.stevestreeting.com

1,012 Followers  |  176 Following  |  983 Posts  |  Joined: 21.01.2024
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Posts by Steve Streeting (@sinbad3d.bsky.social)

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New lobber enemy (I affectionately refer to them as my lobby boys) making poison clouds and hiding behind things, annoyingly

14.12.2025 19:51 β€” πŸ‘ 1    πŸ” 0    πŸ’¬ 0    πŸ“Œ 0
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Explosions now apply force to things!

05.11.2025 15:12 β€” πŸ‘ 2    πŸ” 0    πŸ’¬ 0    πŸ“Œ 0
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Explosions can now destroy diggable areas. Now we're mining!πŸ’₯⛏️

05.11.2025 13:21 β€” πŸ‘ 4    πŸ” 1    πŸ’¬ 1    πŸ“Œ 0
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Minermancers spell work this week: physics objects and AOEs! Here’s a bouncing explosive barrel spell that’s fun to play with

Getting client prediction and smooth replication working on physics objects was fiddly but it works now.

01.11.2025 11:54 β€” πŸ‘ 3    πŸ” 0    πŸ’¬ 0    πŸ“Œ 0
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The particle systems clip against geometry as well

25.10.2025 10:36 β€” πŸ‘ 3    πŸ” 0    πŸ’¬ 0    πŸ“Œ 0
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Here’s the debug display of the spray on the server; expanding damage probes which automatically fill the space given cone angle / velocity settings. Much better than a fixed cone overlap test which wouldn’t track spray motion properly. It also clips against geometry so it doesn’t go through walls

25.10.2025 10:35 β€” πŸ‘ 4    πŸ” 0    πŸ’¬ 1    πŸ“Œ 0
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Minermancers progress this week: spray-style spells. Multiplayer predicted, and the underlying damage shapes are properly simulated to match the particle effects

25.10.2025 10:32 β€” πŸ‘ 11    πŸ” 2    πŸ’¬ 1    πŸ“Œ 0
A promotional image for SUDS Pro

A promotional image for SUDS Pro

SUDS Pro is on sale! It's my #unrealengine dialogue plugin that lets you use text files to write dialogue, direct camera cuts, character animation and more. If you prefer writing dialogue like a script, I think this is a nice way to do it.

Reposts appreciated!

www.fab.com/listings/3e3...

15.10.2025 14:17 β€” πŸ‘ 2    πŸ” 0    πŸ’¬ 0    πŸ“Œ 0
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GitHub - Nehipasta/UnrealGuidFixer: UE5 Plugin for resolving conflicting material and texture GUIDs that cause errors in Unreal builds UE5 Plugin for resolving conflicting material and texture GUIDs that cause errors in Unreal builds - Nehipasta/UnrealGuidFixer

This GUID fixer for UE saved me today. I suddenly started getting startup crashes in Game/Packaged builds in the texture streaming system, turns out that a couple of textures had ended up with the same GUID somehow. https://github.com/Nehipasta/UnrealGuidFixer

06.10.2025 15:19 β€” πŸ‘ 2    πŸ” 0    πŸ’¬ 0    πŸ“Œ 0

This mirrors advice I sometimes give to DMs for TTRPG systems. You never want to nail down every lore detail because your players will come up with things to fill the gaps, and those things will be better - either just plain better, or simply more meaningful to them personally

06.10.2025 13:26 β€” πŸ‘ 3    πŸ” 1    πŸ’¬ 0    πŸ“Œ 0
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Save 40% on Minishoot' Adventures on Steam Fly into a charming handcrafted world and go on an adventure that mixes up open exploration with crispy twin-stick shooter action. Fight your way from the shiny overworld to the deepest caves, improve your ship and overcome the dungeons' bosses to rescue your friends!

Another indie game that I’ve been really enjoying this weekend: Minishoot Adventures. Basically β€œwhat if 2D Zelda was a twin-stick shmup”. Lovely clean art, charming, rewards looking for secrets, top notch https://store.steampowered.com/app/1634860/Minishoot_Adventures/

05.10.2025 17:13 β€” πŸ‘ 2    πŸ” 0    πŸ’¬ 0    πŸ“Œ 0
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Save 40% on Thank Goodness You're Here! on Steam Thank Goodness You're Here! is an absurd comedy slapformer set in the bizarre Northern English town of Barnsworth. As a traveling salesman, take the time to see the sights and meet the locals, who are very eager to give you a series of increasingly odd jobs…

Enjoyed playing through Thank Goodness You’re Here last night. Bonkers and slightly surreal with enough β€œthee’s” and β€œthou’s” to remind me of my late grandfather. Gotta wonder how well it translates though πŸ˜‚ https://store.steampowered.com/app/2366980/Thank_Goodness_Youre_Here/

05.10.2025 10:43 β€” πŸ‘ 2    πŸ” 0    πŸ’¬ 1    πŸ“Œ 0

WTF? What is wrong with these companies? Clearly they’re tired of being successful, and of their customers having a positive opinion of them, and have decided to punch themselves in the family jewels to alleviate the boredom

02.10.2025 21:51 β€” πŸ‘ 0    πŸ” 0    πŸ’¬ 0    πŸ“Œ 0

Literally all I’m asking from a software vendor as a paying customer is that you don’t punch yourself in the balls. I know everyone is doing it, but you could just…not

02.10.2025 17:34 β€” πŸ‘ 1    πŸ” 0    πŸ’¬ 1    πŸ“Œ 0

com/blog/2025/09/30/detailed-data-sharing-for-better-ai/

02.10.2025 17:33 β€” πŸ‘ 1    πŸ” 0    πŸ’¬ 1    πŸ“Œ 0

Mission levels are still 100% dynamic of course because almost everything is mutable. But faking more complex lighting through exaggerated subsurface, numerous small fill lights etc is still my preferred route right now. Cheapo!

01.10.2025 18:03 β€” πŸ‘ 1    πŸ” 0    πŸ’¬ 0    πŸ“Œ 0

Switched our lobby level back to static lighting today. Old skool tweaking lightmap resolutions. I regret nothing, it's all we need and it runs like butter

01.10.2025 17:57 β€” πŸ‘ 3    πŸ” 0    πŸ’¬ 1    πŸ“Œ 0

I do have a console variable I can set now to enable damage numbers everywhere. That way we can try it out occasionally to see how we feel about it. But my gut says it’ll just be distracting

01.10.2025 12:33 β€” πŸ‘ 0    πŸ” 0    πŸ’¬ 0    πŸ“Œ 0

There, even if I don't use this effect for damage numbers all the time, it's better than the UMG text for the potion machine summon countdown. I made the text size, lifetime, velocity and distortion effects more configurable as well

Video: https://mastodon.gamedev.place/@sinbad/115298535920293769

01.10.2025 10:57 β€” πŸ‘ 0    πŸ” 0    πŸ’¬ 1    πŸ“Œ 0
Wesley Crusher and friend wearing fake headsets in ST:TNG β€œThe Game” while his Mum looks on in the background looking thrilled

Wesley Crusher and friend wearing fake headsets in ST:TNG β€œThe Game” while his Mum looks on in the background looking thrilled

Quietly allowing people to assume you use LLM chatbots as well so they stop fecking talking at you about it

01.10.2025 09:33 β€” πŸ‘ 10    πŸ” 0    πŸ’¬ 0    πŸ“Œ 1

I actually have other places I can use this effect anyway, such as countdowns on potion summoning spots. I’m currently using 3D UMG widgets but these will look much better

30.09.2025 17:39 β€” πŸ‘ 0    πŸ” 0    πŸ’¬ 1    πŸ“Œ 0
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The Seven Voyages Of Steve (@sinbad@mastodon.gamedev.place) Attached: 1 video There we go, I can now enable damage numbers on any character if I want, I even integrated it via the gameplay cue system so it's all replicated nicely. Still don't think I want them on all the time, but they are quite nice (they're coloured according to damage type now too). I still think I'll save them for the practice range

I still think I'll save them for the practice rangeVideo: https://mastodon.gamedev.place/@sinbad/115294369707878849

30.09.2025 17:15 β€” πŸ‘ 0    πŸ” 0    πŸ’¬ 1    πŸ“Œ 0

There we go, I can now enable damage numbers on any character if I want, I even integrated it via the gameplay cue system so it's all replicated nicely. Still don't think I want them on all the time, but they are quite nice (they're coloured according to damage type now too).

30.09.2025 17:15 β€” πŸ‘ 0    πŸ” 0    πŸ’¬ 1    πŸ“Œ 0

place/@sinbad/115293772899819701

30.09.2025 14:45 β€” πŸ‘ 0    πŸ” 0    πŸ’¬ 1    πŸ“Œ 0

Wasn't obvious from the last clip but wheras a lot of these kinds of effects just orient the numbers once on spawn, I had to make sure they always faced the camera because you can spin our camera around a lot. Slightly awkward to do but looks betterVideo: https://mastodon.gamedev.

30.09.2025 14:45 β€” πŸ‘ 0    πŸ” 0    πŸ’¬ 1    πŸ“Œ 0

I'm not planning to have damage numbers popping out of enemies, but it's very useful to be able to see damage values in testing. I had too much fun making these. Maybe I might use it in a practice range area in the real game at least

Video: https://mastodon.gamedev.place/@sinbad/115293654944221548

30.09.2025 14:15 β€” πŸ‘ 2    πŸ” 0    πŸ’¬ 1    πŸ“Œ 0

3 windows is the magic number for testing since if a client can do something and another client can see it correctly (via the server player) then you're most of the way there.

29.09.2025 16:13 β€” πŸ‘ 0    πŸ” 0    πŸ’¬ 0    πŸ“Œ 0
3 UE windows in a test level with 3 different coloured wizards in a triangle

3 UE windows in a test level with 3 different coloured wizards in a triangle

Spending all day in this view making very careful changes so I don't break any of the multiplayer replication & prediction systems, as I chop up the spell system and re-assemble it. All appears to be working again now but πŸ˜–I hate multiplayer code

29.09.2025 16:01 β€” πŸ‘ 2    πŸ” 0    πŸ’¬ 1    πŸ“Œ 0

You thought bureaucracy was bad? Enter "vibe working" in Office 365! Try getting any sense at all out of the corporate world now everyone's had their brains cooked by delegating 90% of cognitive functions to a statistically biased bingo machine

29.09.2025 14:07 β€” πŸ‘ 4    πŸ” 0    πŸ’¬ 0    πŸ“Œ 1
Two black and white cats on a blue blanket together

Two black and white cats on a blue blanket together

Combat training has been suspended for now at least #caturday

27.09.2025 17:43 β€” πŸ‘ 4    πŸ” 0    πŸ’¬ 0    πŸ“Œ 0