Hristo Enchev's Avatar

Hristo Enchev

@mrtapa.bsky.social

Tech Designer @splashdamage Working on Project Astrid Does #UE5 magic he/him Portfolio: http://bit.ly/2VABXww LinkedIn: http://bit.ly/2GShz0l

352 Followers  |  51 Following  |  10 Posts  |  Joined: 25.08.2023  |  1.8116

Latest posts by mrtapa.bsky.social on Bluesky


Desolate Drive

Desolate Drive

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

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/

23.06.2025 15:57 β€” πŸ‘ 9    πŸ” 1    πŸ’¬ 0    πŸ“Œ 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

03.12.2024 23:38 β€” πŸ‘ 2    πŸ” 0    πŸ’¬ 1    πŸ“Œ 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.

03.12.2024 23:38 β€” πŸ‘ 1    πŸ” 0    πŸ’¬ 1    πŸ“Œ 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

03.12.2024 23:38 β€” πŸ‘ 1    πŸ” 0    πŸ’¬ 1    πŸ“Œ 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.

03.12.2024 23:38 β€” πŸ‘ 4    πŸ” 0    πŸ’¬ 1    πŸ“Œ 0

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

23.11.2024 23:11 β€” πŸ‘ 4    πŸ” 0    πŸ’¬ 0    πŸ“Œ 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

23.11.2024 00:16 β€” πŸ‘ 1    πŸ” 0    πŸ’¬ 1    πŸ“Œ 0
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oh no

23.11.2024 00:16 β€” πŸ‘ 1    πŸ” 0    πŸ’¬ 0    πŸ“Œ 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.

23.10.2024 22:43 β€” πŸ‘ 0    πŸ” 0    πŸ’¬ 0    πŸ“Œ 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

23.10.2024 22:43 β€” πŸ‘ 0    πŸ” 0    πŸ’¬ 1    πŸ“Œ 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

23.10.2024 22:39 β€” πŸ‘ 11    πŸ” 0    πŸ’¬ 1    πŸ“Œ 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!

13.09.2024 17:01 β€” πŸ‘ 7    πŸ” 1    πŸ’¬ 0    πŸ“Œ 1

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