's Avatar

@sworderist.bsky.social

https://gitlab.com/Falkenrath

26 Followers  |  44 Following  |  36 Posts  |  Joined: 05.12.2024  |  2.0253

Latest posts by sworderist.bsky.social on Bluesky


in my experience gold piles in video games have between 1 and 5 gold pieces in their inventory

21.02.2026 05:59 β€” πŸ‘ 0    πŸ” 0    πŸ’¬ 0    πŸ“Œ 0

There is certainly a lot of less than ideal tut material out there often recommending non-idiomatic approaches the relevant task. I would recommend starting by reading the header files of whatever module/plugin you are trying to implement as it is often times fairly comprehensive!

20.02.2026 20:19 β€” πŸ‘ 0    πŸ” 0    πŸ’¬ 0    πŸ“Œ 0

really love the CD case insert style

20.02.2026 19:53 β€” πŸ‘ 1    πŸ” 0    πŸ’¬ 0    πŸ“Œ 0

#GAS handles a majority of the replication calls you would need normally. Saved me a lot of time which I spent creating a server/client setup. Also tinkered in Blender; made a wizard hat!

Next week: session management and gameplay loop management (waiting, start, progress, end)

#GameDev #Unreal

20.02.2026 17:35 β€” πŸ‘ 5    πŸ” 1    πŸ’¬ 0    πŸ“Œ 0

why did you learn to program?

20.02.2026 02:11 β€” πŸ‘ 0    πŸ” 0    πŸ’¬ 1    πŸ“Œ 0

πŸ™„ blocked.

19.02.2026 19:01 β€” πŸ‘ 0    πŸ” 0    πŸ’¬ 0    πŸ“Œ 0

Discourse around NPC behaviors has virtually disappeared since "AI" in video games has come to refer to generative AI. This is frustrating as it is the topic I find most interesting in #gamedev.

I think we need a different kind of nomenclature that governs non-player decision making systems.

19.02.2026 18:57 β€” πŸ‘ 3    πŸ” 1    πŸ’¬ 1    πŸ“Œ 0

Last year I watched several of your videos, but this year I've only even been recommended your AMA post on my feed.

19.02.2026 18:41 β€” πŸ‘ 0    πŸ” 0    πŸ’¬ 0    πŸ“Œ 0

Theres a lot of discussion around this in the Unreal community about this very topic. There are a few talented VFX guys who have identified the source of the problem (tonemapper) and it's just a matter of that information and solutions spreading to the rest of us

18.02.2026 00:45 β€” πŸ‘ 2    πŸ” 0    πŸ’¬ 0    πŸ“Œ 0

very clean. macroblank style; I like it

14.02.2026 12:17 β€” πŸ‘ 0    πŸ” 0    πŸ’¬ 1    πŸ“Œ 0

Refactored everything into separate plugins and got it all in separate repositories. Next week slowly adding replication while expanding GAS implementation #UE5

13.02.2026 22:57 β€” πŸ‘ 1    πŸ” 0    πŸ’¬ 0    πŸ“Œ 0

low damage fast attacks and high damage slow attacks are equally affected by the damage reduction where whole integer reduction would disproportionately affect lower damage attacks. also for consideration is 'hit to kill' breakpoints

10.02.2026 04:21 β€” πŸ‘ 0    πŸ” 0    πŸ’¬ 0    πŸ“Œ 0

the inverted colors on impact is so tuff πŸ’ͺ

06.02.2026 21:41 β€” πŸ‘ 2    πŸ” 0    πŸ’¬ 1    πŸ“Œ 0

get a nas

06.02.2026 13:33 β€” πŸ‘ 0    πŸ” 0    πŸ’¬ 0    πŸ“Œ 0

looks good

04.02.2026 10:49 β€” πŸ‘ 1    πŸ” 0    πŸ’¬ 1    πŸ“Œ 0

I think the biggest challenge was understanding what necessary bits were needed in order to activate an ability from one actor that is targeting another actor. Once I grasped how to make contexts and specs correctly everything started working.

03.02.2026 19:53 β€” πŸ‘ 1    πŸ” 0    πŸ’¬ 0    πŸ“Œ 0

In my effort to avoid visual scripting as much as possible i figured out how to use Gameplay Abilities and Effects using C++... I'm not sure it was worth it but at least now I understand how #GAS passes around the related instances. #UE5 #UnrealEngine #GameDev

03.02.2026 09:10 β€” πŸ‘ 7    πŸ” 1    πŸ’¬ 1    πŸ“Œ 0

i have no doubt i will be seeing this animation very frequently as i die and respawn constantly

03.02.2026 02:14 β€” πŸ‘ 1    πŸ” 0    πŸ’¬ 0    πŸ“Œ 0

would you mind sharing some of the optimizations you made to getting to your current cap?

28.01.2026 11:05 β€” πŸ‘ 0    πŸ” 0    πŸ’¬ 1    πŸ“Œ 0

The problem with GetActorsInSelectionRect is the way it uses an actor's extents. Basically it gives you a hitbox at the most extreme ends of ANY components that are attached to that actor. Taking 50% of those extents is more accurate but I'm also looking into filtering components.

#UE5 #Unreal

27.01.2026 21:09 β€” πŸ‘ 0    πŸ” 0    πŸ’¬ 0    πŸ“Œ 0

Built marquee selection into my RTS game using a recommended method only to find out that not only does everyone have problems with it, but even the sample RTS project Unreal includes has the exact problems everyone is complaining about. Not sure if box tracing from the camera is a better solution

26.01.2026 23:20 β€” πŸ‘ 1    πŸ” 0    πŸ’¬ 0    πŸ“Œ 0
show more like this

show more like this

23.01.2026 22:02 β€” πŸ‘ 1    πŸ” 0    πŸ’¬ 0    πŸ“Œ 0

hell yeah blender has a crazy feature set

14.01.2026 10:37 β€” πŸ‘ 0    πŸ” 0    πŸ’¬ 0    πŸ“Œ 0
Post image

In the event that @jesawyer.bsky.social is secretly working on Pillars 3, I really hope he plans to let us fight the Concelhaut x Titan of Wael that was unleashed upon Eora by the Watcher (the canon ending to the Forgotten Sanctum, of course).

19.11.2025 05:42 β€” πŸ‘ 1    πŸ” 0    πŸ’¬ 0    πŸ“Œ 0

@wigglewood.bsky.social i wonder if the genie ever found his hat

28.01.2025 04:56 β€” πŸ‘ 1    πŸ” 0    πŸ’¬ 1    πŸ“Œ 0

these are all good dogs, Brent, but the best one is Jake from adventure time

19.01.2025 21:43 β€” πŸ‘ 3    πŸ” 0    πŸ’¬ 0    πŸ“Œ 0

veterans affairs the game

21.12.2024 17:47 β€” πŸ‘ 0    πŸ” 0    πŸ’¬ 0    πŸ“Œ 0

cant tell you the amount of times ive had to go through vendors in every city looking for that quest item i sold πŸ€¦β€β™‚οΈ

12.12.2024 22:13 β€” πŸ‘ 1    πŸ” 0    πŸ’¬ 0    πŸ“Œ 0

the longing
store.steampowered.com/app/893850/T...

12.12.2024 08:36 β€” πŸ‘ 0    πŸ” 0    πŸ’¬ 0    πŸ“Œ 0

depth of systems. when i see stat blocks and combo oriented character abilities my neurons start firing

12.12.2024 08:32 β€” πŸ‘ 1    πŸ” 0    πŸ’¬ 0    πŸ“Œ 0

@sworderist is following 20 prominent accounts