Seeing someone migrate from blueprints to C++ makes me so proud. Keep it up, man.
@s4bishii2 ай бұрын
😁😁😁
@cyanraven84312 ай бұрын
Hey man, it's been a lot of time and I'm just using blueprints for everything I try to make in unreal, I also wanna learn to use c++ cuz why not. Can you recommend a starting point for me? I already know the fundamentals of vanilla c++. Pls welp me🙁
@Wer-zo8mb2 ай бұрын
@@cyanraven8431 It may sound a little crazy, but avoid tutorials. Tutorial hell is real, the best thing you can do is follow the Unreal documentation for C++ and be creative. If you already know the basics, try to do an AI assisted study
@ShlurdDev2 ай бұрын
@@cyanraven8431 read unreal engine documentation, watch videos on youtube to make you understand certain bits you dont understand or ask chatgpt (with caution as its not always correct), also i will be making ue5 c++ tutorials soon hopefully they can help you and other people like you
@s4bishii2 ай бұрын
@@cyanraven8431 There is a lot of resources but you can start from this playlist from Pobato Tutorials: kzbin.info/aero/PLUafV3PKFG2loWC7UjIfTibPqfHaTIIz- If you need more just hit me on discord
@Epsilonn2 ай бұрын
editing is fire
@s4bishii2 ай бұрын
🔥🔥🔥
@GibThom2 ай бұрын
Whoa I was not expecting this high caliber of a video at all. Very well made, great work 👍
@s4bishii2 ай бұрын
yooooo thanks!! It means a lot coming from you!
@thibaudlanglais96122 ай бұрын
damn huge efforts on the video production, and game looks fire
@s4bishii2 ай бұрын
it took a lot of time to make so I'm glad you like it 😁
@XvirusXАй бұрын
keep up the good work i love you
@s4bishiiАй бұрын
yooooo dude thanks for the support!
@kristupasT2 ай бұрын
Great video, keep it up. About the stability system: I think it would 1000x more performant to only calculate the stability when placing an object ONLY FOR the object (get the values from the connected values). When you destroy an object, calculate the values for the neighbouring tiles, and then if the values change, propagate to other tiles, etc. That would also be more scalable, as if you have 10000 building modules placed, your function has to recalculate the values for every single object, even if you placed one object and it only changed the values for like 5 other objects.
@s4bishii2 ай бұрын
Oh sh*t that's genius, I'm definitely implementing it. Thanks for the feedback!
@benmakesnosenseАй бұрын
@@s4bishii be careful, because a newly placed object CAN influence the stability of neighbors, for example it can make them more stable. Like if you've built a big C shape, the bit where you would put your pen to start writing C is very unstable, but if you put a piece that joins it up to an O shape, it is made more stable by being connected to the bit where your pen would stop writing the letter C.
@amiran65602 ай бұрын
You bro really didn't give up and just for this function learned how to do C++ multithreading, which wasn't planned. This was very inspiring to me. Good luck further.
@geereal-indalo2 ай бұрын
1:08 - "You guys will use anything but the metric system" 😂😂😂
@s4bishii2 ай бұрын
they do, and it's weird
@CreeperSlayer3652 ай бұрын
@@s4bishii Idk what your talking about. We love the metric system so much that half of us got a 9mm and a couple of grams in our back pocket 🦅🦅🦅
@s4bishii2 ай бұрын
@@CreeperSlayer365 you mean you guys carry a 0.35 inches?
@CreeperSlayer3652 ай бұрын
@@s4bishii Yes we carry a 0.000098 football fields
@Scopecitybeatz2 ай бұрын
Merika @@CreeperSlayer365
@BrandonfromStLouis2 ай бұрын
Very high quality videos for a creator of your size. Can't wait to see you pop off.
@s4bishii2 ай бұрын
Me neither 😭
@xSkyEclipse2 ай бұрын
its so sad to see only 6 vlogs a year so far, but take whatever time you need for the game, luv your progress man! 7:54
@s4bishii2 ай бұрын
I wish I could make more videos, but unfortunately these take a lot of time to produce 😞
@MCNeko65542 ай бұрын
@@s4bishii It shows in the quality though, we'll still be here for the next one! Just like GTA VI!
@s4bishii2 ай бұрын
@@MCNeko6554 I'll definitively pump a new video before GTA VI (no promises)
@palladiumpony95962 ай бұрын
Man I wish I was half as dedicated as you!
@s4bishii2 ай бұрын
You can, just delete all distractions and start working. At first is hard but with time it becomes a habit. (you can keep watching my videos tho)
@lexibyday9504Ай бұрын
I don't understand why everyone makes their building systems with snapping panels when they're only adding square parts anyway. Just plop down a grid and everything is moved around the grid with navigation buttons. Done. Easy to program, easy to use. Snapping systems are only needed if you're going to let the player go off grid mid build. And the only shapes needed are square, triangle, diamond and players can create any floorplan they can imagine.
@PinoPrime2 ай бұрын
DAMN THIS VIDEO IS PEAK EVERYTHING ABOUT IT IS AMAZING
@s4bishii2 ай бұрын
Does this mean that I have your blessing to join the 3D gang now? 🧐
@PinoPrime2 ай бұрын
@@s4bishii I'll run a vote 😈
@s4bishii2 ай бұрын
😈😈
@KnilzHD2 ай бұрын
Always love to see a new devlog drop. keep it up bra
@MadMavn2 ай бұрын
Great video man! It’s clear you put a lot of effort into this. Also your ability to explain complex problems in a way that’s simple and clear but also entertaining is remarkable! I learned a ton from you. Looking forward to whatever happens next. Thank you for the video.
@RandomIndieDev2 ай бұрын
This is probably your best video yet, absolutely love the editing
@s4bishii2 ай бұрын
It's my favorite one for sure 😁
@Location_unknown_studio2 ай бұрын
This video is great keep it up. I can see you becoming really big
@fulongfromthegrave2 ай бұрын
Aw man, you totally blew my mind here!! Love the determination! ❤❤❤
@kecs6442 ай бұрын
Your videos get better each upload man this was so entertaining to watch keep up the good work
@s4bishii2 ай бұрын
Glad you like it dude!
@jinenjipeke2 ай бұрын
i love how you edit your videos, and your game looks fun, keep it up! im rooting for you!
@s4bishii2 ай бұрын
thanks!
@elijahfuller9693Ай бұрын
When I heard and that was building, I was like, “oh no you didn’t try to add that to your first game did you?” Nice video I’m glad you found your way through the finish line.
@withmarko2 ай бұрын
Instant subscribe, wholesome video and animation! Maybe it has been pointed out in the comments already, but sometimes when dealing with very performance intensive work, instead of multithreading, you can spread the work over multiple frames: so process at most n blocks each frame and then wait for the next frame and continue the algorithm. It has worked well for me before 👍
@s4bishiiАй бұрын
I found this was possible only after finishing the system. I read somewhere that this is what they do in Valheim, they only calculate the stability for 50 pieces per second or something like that. I need to add that asap!
@erzlet2556Ай бұрын
The editing and animations in this are the best I have seen on youtube
@Historian_Archives2 ай бұрын
Game dev can sometimes be hard but it will all be worth it in the end 😊 keep going man
@s4bishii2 ай бұрын
Gamedev is hard but it's awesome!
@MCNeko65542 ай бұрын
I'm glad that you're seeing how the performance takes a nose dive and are trying to fix it even though it would mean a ton of learning and hard work to get there! I also love the building system in Valheim, but there is also a major performance hit when you start building larger structures. I have an upper-mid system too, not the latest GPU and CPU but it's not that old either.😬 Also your videos are FIRE. Mou sukoshi ganbatte miru yo! Never Give Up! (or whatever).
@s4bishii2 ай бұрын
Oh really? I never had performance issues in Valheim altough I never build any huge city or anything like that
@cloodheegamedev2 ай бұрын
from a developer, mad respect for learning c++ for this feature. GIVING UP IS NOT AN OPTION
@s4bishii2 ай бұрын
Was a blast learning C++ Never give up!!
@peakakupo2 ай бұрын
This my friend !! Is impressive!! Never give up . Looking forward to your future dev logs . You’ve earned yourself a new sub.
@s4bishii2 ай бұрын
Glad to have you on board!
@pzeub2 ай бұрын
I was worried you stopped your journey. Good to have you back!
@s4bishii2 ай бұрын
Hey, thanks! I'm still working on the game just a bit slower 😔
@canjiica2 ай бұрын
That's one of the best devlogs I'ver watched! I'm not a game developer but I feel this video just resumes software development in general. It's a constant struggle, difficult feelings, doubts and uncertainties, but when you finally find the solution, it feels great. If someone asks me how it is to be a developer, I'm gonna send them this video. Congratulations on your video!
@s4bishii2 ай бұрын
It's a really difficult path for sure, but it feels great when you can make something new work!
@TrentSterling2 ай бұрын
NEVER GIVE UP!
@s4bishii2 ай бұрын
nevah!
@KreytonchildАй бұрын
I'm so happy you didn't quit. You inspired me to work design a game of my own.
@s4bishiiАй бұрын
Awesome dude! Never give up!
@iggydus2 ай бұрын
6:05 hey man don't beat yourself up. I am the same way, mashing my head against the wall and think i innovated something only to realize it was already solved. The good part is you now understand it way better than if you just looked it up
@s4bishii2 ай бұрын
Yes! It is all part of the learning process! The important part is to keep learning.
@VoltairBear2 ай бұрын
Dude!! I'm a software engineer working in Javascript, and I've been learning C++ recently... you should be SUPER proud of moving from blueprints to C++ for this feature. Especially doing something like a graph traversal and multithreading. Next level brother, keep it up!
@s4bishii2 ай бұрын
I am proud, this was a huge step for me, I can do a lot more stuff now 😁
@mattwester90932 ай бұрын
The quality of the our videos is awesome, keep it up!
@s4bishii2 ай бұрын
Thanks! Will do!
@FateMagician2 ай бұрын
Bro I love your channel, and you turning things to c++. holy shit man, respect. Thanks for sharing.
@s4bishii2 ай бұрын
Thanks for the support!
@masoncrowe2 ай бұрын
Your videos all the sudden got so good, they were always good… but now like top tier haha. And getting into c++ damn!
@s4bishii2 ай бұрын
We are going crazy in here 😈
@habagun737Ай бұрын
This is from now on my favourite gamdev channel. I hope you finish your game bro
@s4bishiiАй бұрын
I hope so too 😮💨
@Classymarc2 ай бұрын
Really love your videos, one of the best devlogs on YT atm.
@s4bishii2 ай бұрын
yoooo that's a huuuge statement!!
@advancenine2 ай бұрын
Three things: 1. This is the best devlog of all time. Like dude... your video production and story skills are crazy good. 2. The game looks amazing. I can't wait to play. 3. You are literally so crazy for even trying to implement a Graph Traversal Algorithm in Blueprints. I'm glad you got your act together. Welcome to the darkside, programmer...
@s4bishii2 ай бұрын
thanks man, I'm super happy you enjoyed the video! 😁😁😁 Hey, haven't see you in a while, how's your game doing?
@advancenine2 ай бұрын
@@s4bishii It's going really good. Releasing soon and I'm pumped! Thanks for asking!
@s4bishii2 ай бұрын
@@advancenine awesome! looking forward for the release!
@TCFgoomba2 ай бұрын
awesome video!
@twigtarsier2 ай бұрын
Top tier editing AND a sick game! Subbed!
@s4bishii2 ай бұрын
top tier sub
@Crux_Riajuu2 ай бұрын
03:15 - High - Er - Ark - Cull
@s4bishii2 ай бұрын
Noted 📝
@lindburger2 ай бұрын
Everything about this video is amazing
@diogy43512 ай бұрын
great editing bro keep it up
@Minecraft31Ай бұрын
Insane video quality, keep it up!!
@Acookieboy152 ай бұрын
He is Baccckkkkk!!!!!
@s4bishii2 ай бұрын
I am! When the world needed him the most, he returned!
@mrdirtydanielАй бұрын
Wild that you don't have a bigger following. Great video, love the humor. Subbed 🎉
@s4bishiiАй бұрын
Thanks!
@lemuelcrash2 ай бұрын
lol i was dying with the pronouncing of hierarchy 🤣😂
@s4bishii2 ай бұрын
I still don't know how to say it 😔
@jonteguy2 ай бұрын
As a developer myself I would argue that block by block is less complicated than modular, at least long term. To get it going it might be more annoying but having modular building to work with everything a player wants to do is a hassle, much more so than just letting them have the freedom to place blocks with a set of rules where blocks can be placed. You're going to run into a lot more problems with modular since when you do that you have an expected result as you place something down and that will not always meet expectation and you want to fix that so it does. Block by block is not like this, the expectation is that the block will be placed where you tried to place it. The complicated part with that is only different type of blocks. But that also is true for modular where you have to have tons of different modular pieces. I have to commend you though for transitioning from blueprints to c++. That is the intended way! Amazing.
@s4bishii2 ай бұрын
Oh really? I always thought block by block would be a lot more complicated. I might try to implement block by block building at some point just for fun (not for this game of course).
@blo96982 ай бұрын
editing style, and game design so fire earned a new subscriber ❤🔥❤🔥❤🔥
@s4bishii2 ай бұрын
Glad to have you on board!
@chameleonedm2 ай бұрын
0:56 is the most accurate representation of getting blender to work for videogames, I am creasing up at that haha Oh! And these v-tuber animations are amazing. I think you're on to something there massively. Keep it up!
@chameleonedm2 ай бұрын
Ok, double commenting. This is just the best dev log I've ever watched. Super entertaining. Keep this up and there's no way your audience doesn't get massive
@s4bishii2 ай бұрын
I hope yt algorithm hears you 😭😭
@chameleonedm2 ай бұрын
@@s4bishii Props for learning C++ btw. Did you have previous programming experience? If not, that's truly impressive
@s4bishii2 ай бұрын
just all the work I've made with blueprints and some basic web dev I did a while ago (mostly html / css and a bit of js)
@chameleonedm2 ай бұрын
@@s4bishii Wow yeah, really impressive. Learning some real fundamentals will go a long way with c++. I promise any work you put in learning the language better will come back to you ten fold in unreal. Keep it up, your ability to flip between different disciplines is inspiring!
@elitic72 ай бұрын
There are at least several paid marketplace plugins that allow creation of Async thread blueprints. But I don't know if they are good or bad.
@s4bishii2 ай бұрын
Yes, I stumbled upon a few of them while researching this topic, buy I decided to learn how to do it myself
@tobylangan26 күн бұрын
man I cant explain haw match I love yore videos, the production is amazing, yore funny and I understand everything
@pixelbucket2256Ай бұрын
Great video! It's hilarious & inspiring!
@nerdtime7657Ай бұрын
this editing is crazy
@shekir20082 ай бұрын
top class as always
@s4bishii2 ай бұрын
As it should be 🗿
@Moicom-ll3tsАй бұрын
7:30 Best part !
@ExponeradАй бұрын
Amazing job!
@s4bishiiАй бұрын
Thank you!
@Peter-qh8zh2 ай бұрын
Well done
@nequn1315 күн бұрын
epic editing brother
@s4bishii14 күн бұрын
thanks 😁
@Lucas_rosen07Ай бұрын
That Matsuoko bit got me fired up
@TrizZzle2 ай бұрын
Wow, that's interesting. I'm currently trying the same thing and my thought process was basically the same. :D Modular system with a graph (I called it nodes until I found out that it's already a thing). But there is ONE thing left that I find harder than anything else: They way wall placement will work. 1) Some games place 1 wall on the edge between 2 floors, so walls might hang out if there is no adjacent floor (Nightingale for example). 2) Some games allow you to place walls 4 walls on each floor within the floors bounds. So you can have 2 walls face each other / or if you have 2 rooms next to each other, but put only 1 wall between them, one room is slightly smaller then the other. Ark and Fallout if I remember correctly. How did you handle this? I couldn't exactly figure it out from your video, but I will watch it one more time. I prefer method 1, but I'm still figuring out how to avoid the walls sticking out too much, if there is no adjacent floor/foundation. Nightingale solves this problem by making the floors (and other pieces as well) overlap each other slightly. I might try it this way, I'm just worried about z fighting or other ugly issues that might come with this solution.
@s4bishiiАй бұрын
I did what you described in 1) The walls are in the edge between two floors.
@sebastianprzygoda18662 ай бұрын
> i want to create a game with building system > except there's one thing that almost made me quit > it's building system great vid, you earned my sub with it :D
@s4bishii2 ай бұрын
Who would have seen it coming?
@heliosgames6665Ай бұрын
Fun Fact: Did you know that connecting a PURE node to a for loop in blueprints will call that function EVERY loop, which depending on the function can be pretty drastic performance hit. I would recommend making a variable and storing the value from the Pure node before the for loop ( Or Local Variable if inside a function ) :)
@s4bishiiАй бұрын
Ooooh thanks for the tip, I had no idea! I'll keep this in mind for future work!
@itsananimallАй бұрын
so good, keep it up
@s4bishiiАй бұрын
Thanks, will do!
@господь_ПРО18 күн бұрын
you are awesome!
@s4bishii16 күн бұрын
No, you are awesome!
@milanitto2 ай бұрын
Great video!
@s4bishii2 ай бұрын
thanks!
@EiDontNow15 күн бұрын
I gotta make my own building system too now, thx for the motivation D:
@s4bishii14 күн бұрын
Good luck! Let us know how it goes
@lilpenguincoding95282 ай бұрын
THIS IS INSANE!!! also, this is why I stick with making turn based games in unreal...
@s4bishii2 ай бұрын
I've never tried to make anything turn based related, is it easy?
@lilpenguincoding95282 ай бұрын
@@s4bishiiIt's interesting, because it requires more coding, but you have to do a lot less work in the long run. Also, the target audience for turn based games will be playing more for the story than for the actual game itself, therefor a building mechanic is never actually needed.
@s4bishii2 ай бұрын
@@lilpenguincoding9528 true true
@DougieBoyАй бұрын
7 Days to die has a very good building system (it is block based). It's also weight and structural based, so if you try to build too much on one point, it'll all fall down. Conan Exiles has a good building system (it is modular based).
@s4bishiiАй бұрын
Oh I've never played Conan or 7D. Added those to the list for future research, thanks for the recommendations!
@Acookieboy152 ай бұрын
I thought I recognized the thumbnail style
@mattconnor14382 ай бұрын
i love this guy
@Gureenu29 күн бұрын
i like how u kinda show us how u do your things, not like other youtubers who just show u what they did.
@JayTheDevGuy2 ай бұрын
Damn looks like I got some competition in the "Amateur Unreal developer making overproduced devlogs featuring an animated avatar in a digital set of their desk stylized with the line art modifier and a handpainted texture that moves on fours" And he knows C++ when I don't, FUCK I'M COOKED!!!! nice vid :]
@s4bishii2 ай бұрын
Actually your video about 3Dtubers was one of my main inspirations to get into it, so thank you for making it. You guys are doing really cool stuff and I don't want to be left behind. . . . . PS: sorry for yoinking all of your shading techniques 😭 . . PS2: I'm going for my position in the 3D gang 😠
@Klosterliv2 ай бұрын
Never Give Up!!
@s4bishii2 ай бұрын
never give up!
@gerrit06622 ай бұрын
Keep it going!
@s4bishii2 ай бұрын
I will!
@quantummax_dev2 ай бұрын
this devlog is too good, man. Can't believe you learnt a whole coding language just to get this done. This is crazy
@s4bishii2 ай бұрын
I'm still learning, but I can do a thing or two with it 🗿
@noahdirksen36239 күн бұрын
Remember that any time you place a new piece, it will at "distance to ground" will be 1 more than the smallest "distance" of its neighbours. So you dont need to recalculate everything all the time. Only whenever any neighbour is not atmost 1 more or less than its neighbour.
@treeeza76012 ай бұрын
i want to give it a like but it´s at 666 rn and i dont want to disturb it so here is my like in comment form. amazing video man, seriously doing all the animation and editing and everything for the video on top of making a game just wow i want to be just like you when i grow up
@s4bishii2 ай бұрын
thanks for the like-comment and hey, if you get your mind to it, I'm sure you can do it too!
@broadmoorstudioАй бұрын
this video got my sub, you're hilarious
@s4bishiiАй бұрын
😁😁
@anbagames13 күн бұрын
No joke, you could never finish a game and I'd still love your videos 😂 You've got an incredible talent for making your videos visually appealing and refreshing. Plus, they're hilarious haha. It's a real shame about Resttore, but I totally get your decision! Really looking forward to your future projects! Keep it up man
@s4bishii11 күн бұрын
Thanks for the support dude, it really means a lot! 😁😁😁
@itsafish46002 ай бұрын
ok cool
@timmygilbert41022 ай бұрын
Bro used za warudo to finish his game 😮, also me a chad, why use socket and collision when you can literally force grid placement with a single divisions? Like in fortnite but initialized on first contact with already placed freeform tile
@s4bishii2 ай бұрын
what happens if you have 2 freeform placed tiles that are not in the same grid? 🤔
@timmygilbert41022 ай бұрын
@@s4bishii same problem with magnetism anchor solution really, you just reset to the new tile, it's just placement, once placed the tile don't care, the connection is logical for other purposes, also tile aligned to the same grid tend to be logically connected anyway, rarely if they aren't on the same alignment, unless you have special fluid procedural glue tile, you can break from the grid as an options. "Grid stepping" allows distant tiles to stay aligned without having to constantly connect to a nearby tile, be sure to have specific visual indication when tile are in grid stepping mode, or if you are in free form placement, have an indicators when a position is in grid step with a nearby grid group. This allows freedom to break or follow correct alignment without the hassle of finicky placement. If you use that idea 💡 attributes the credit of the invention
@uIz-slc2 ай бұрын
0:01 What game is the middle image from?
@s4bishii2 ай бұрын
Dark Souls
@uIz-slc2 ай бұрын
@@s4bishii thanks 👍
@adamcolon2 ай бұрын
Thank God. You moved from kiddie visual "programming" (blueprints)... to REAL programming. And it works, imagine that! Well done!
@s4bishii2 ай бұрын
thank god it works, although I still need to fix some edge cases
@adamcolonАй бұрын
@@s4bishii I'm currently writing my game in Unity. I'm hand coding every single bit of it. The one thing I noticed, those profound impact on my code, is identifying design patterns to use effectively to structure my software architecture. that's been a game changer. My tactic was to take my code, and write a description of my intent, giving it to chatgpt and tell it to identify design patterns that will make this code better. that's been a huge help for this solo developer.
@s4bishiiАй бұрын
Oh that is a sweet idea, I never thought of asking chatgpt for this. I have a few programming books pending to read but I can't find the time to read them 😞
@adamcolonАй бұрын
@@s4bishii Absolutely. Don't rely on ChatGPT to write good code, but you can have it do code reviews and identify design patterns that would make your code better. It's better than any book or even a human person for this.
@Risha-ki1xz20 күн бұрын
I've been developing my own game for almost 2 months now, and it's hard not to compare :(( Really though, great job!!!
@s4bishii16 күн бұрын
It's tough, but keep at it!
@Zicrus2 ай бұрын
With an efficient implementation, the stability calculations should be doable for around 100k pieces in a single frame, since it can be done with just a single BFS traversal, which takes linear time. I am very curious what takes so much time in your implementation. Can you explain roughly how you compute it, and then maybe I can see how to speed it up?
@s4bishiiАй бұрын
I think that my main issue was that I was finding all the connected structures every time via box collision overlaps. Some people also made me realize that it is not necessary to recalculate the stability for all the structures but I would have to sit and think about how to do it. My current "algorithm" checks all the connected pieces (which are already saved in an array) and finds which ones are placed on the ground. From there I traverse the graph # times (# = the amount of structures that are placed on the ground) and I calculate the stability for each piece starting from the ground (stability = lowest stability of the connected pieces + 1)
@ZicrusАй бұрын
@@s4bishii Ah yeah, that makes sense. There is actually a way to only traverse the graph a single time, no matter how many blocks are touching the ground. The idea is to queue all the blocks touching the ground at once, and then do a single traversal from there. I have made some pseudo-code below, which should do exactly that, which should make it a lot faster. Also, it is very important, that each block has a direct list (or set) of all its neighbors, so you can efficiently loop through those in the "for every neighbor of b" step. Maybe you already have that, but if you don't that's very important. It is very easy to update too, since every time you add or remove a block, you can just add or remove it from the lists of its neighbors. If you are confused about any of this, or why it is faster, please let me know :) I wish you the best of luck with the game! for every block "b": b.stability = infinity (or just a very high number) b.calculated = false for every block "b" touching the ground: b.stability = 0 queue.push(b) while queue is not empty: b = next item in queue if b.calculated: skip this block b.calculated = true for every neighbor "nb" of b: if nb.stability > b.stability + 1: nb.stability = b.stability + 1 queue.push(nb)
@s4bishiiАй бұрын
Oh sweet dude, thanks for the detailed explanation! I already have an array containing the neighbours, I just need to stop from traversing the graph multiple times.
@SandwichReal2 ай бұрын
First AIA no this. This day doesn’t get any better. Love the project. I’m working on something similar right now. It’s just not stylized and has guns and zombies. Buuut. Pretty similar ig. I feel like the different sizes doesn’t make that much sense because it doesn’t seem that useful. Instead more unique prices would be nice. Maybe triangles and even octagons and stuff. Much like Palworld. And free rotation would be nice if it only worked when not snapped so you don’t accidentally misalign walls and stuff. Other wise it’s great. I don’t want to tell you how to make your game I just wanted to leave some suggestions
@s4bishii2 ай бұрын
Yeah I plan to add more structural pieces to the system, the current ones are just for testing. About the sizes I think it is important to have multiple sizes to give the player a lot of freedom when creating their houses. And there is already a button to toggle snapping on and off, I forgot to mention it in the video.
@SebastianGraves2 ай бұрын
Matsuoka Shuzo is the best hype man.
@s4bishii2 ай бұрын
He is the real life coach
@vaamu28992 ай бұрын
These devlogs are seriously inspiring. And the editing is on another level! If you don't mind me asking, as someone who aspires to learn C++ aswell for gamedev in Unreal, how did you go about learning C++ for game development? Any recommendations where to start as someone who is only familiar with blueprints.
@s4bishii2 ай бұрын
So the way I learned was trying to migrate an already existing blueprint system (in this case the building system) to C++. Start by watching some basic tutorials on C++ for Unreal Engine (this is important as C++ in Unreal doesn't work exactly as raw C++) and expand from there. I recommend you following Tom Looman's C++ guide as it explains a lot about C++ syntax, which is pretty weird when you're starting out. Here is the link: www.tomlooman.com/unreal-engine-cpp-guide/ . If you need more help join our discord server, we have a dedicated forum channel for asking stuff.
@danser_theplayer01Ай бұрын
I don't quit. I just take a delay for background thinking, unless I get distracted by something else. But maybe it's different for game development. Pro tip: after 5 years of doing nothing you can say "I'm still thinking, almost got it".
@s4bishiiАй бұрын
I need to take more time for thinking for real 😔
@lasttrump6015Ай бұрын
Yeah good one - funny video actually. As a fellow programmer I would proopbably simplify those calcs of when to destroy wall parts with simple check is the object supported directly underneath with something then keep it else destroy it so you cant have wall parts held up by its sides.
@s4bishiiАй бұрын
I actually like having walls held up by the sides and that was one of the issues that made me go down this rabbit hole. But yes, I do need to reduce or limit the calculations sonehow.
@RagbroGaming2 ай бұрын
where did you find the grass in your game? i really liked it
@s4bishii2 ай бұрын
Made it myself in devlog #1 if I remember correctly
@RagbroGaming2 ай бұрын
@@s4bishii ah okay
@danser_theplayer01Ай бұрын
I'm coding up some sweet sequential multithreading (mutex style) for a group of threads not just one thread after another. In javascript, and it's horrendously broken every time I add a feature.
@s4bishiiАй бұрын
holy sh*t that sounds pretty complex, good luck with that!
@siveonfarcloud41902 ай бұрын
First, great work and congrats on stepping into code. Now to the meat of it If traversing your graph was with less than 10 nodes was freezing the game through, there's a problem with your algorithm. Going async without knowing the true cause of the issue, is the equivalent of shoving the garbage in the closet and closing the door (out of sight out of mind). I would recommend that you learn to profile your code via use Unreal insights, it will help you down the line.
@s4bishii2 ай бұрын
I did try optimizing the "algorithm" but couldn't make it work without moving it to a new thread. I think one of the reasons could be that I was using collision boxes to detect the near by structures every time, which I changed later on and now it uses Ids with pointers to save the structure neighbours just one time (when a new structure is added or removed). I did a bit of profiling but honestly I don't understand very well Unreal Insights yet. Also I should implement an actual graph traversal algorithm and not my own implementation.
@siveonfarcloud41902 ай бұрын
@@s4bishii Indeed relying on collision boxes might not be a good solution, but it depends on how you went about it. For example, you could do a collision check against the valid neighbors and fetch the highest value from them which could be good enough for your use case without caring about the rest of the connection chain. Of course this would only work when adding an element, if you want a reflection on the removal of a wall then some sort of chain needs to exist. The simplest way would be to add an event to each structural piece and every time you add a new wall you register to the event of the neighbors. Now every time you change something that is potentially relevant for the neighbors you can just do a "MyEvent.Broadcast();" and let them handle it themselves. A more robust solution could be to implement a proper structural system. It would contain all the information about what is attached to each element, in which direction, etc. This would allow us to more easily add debugging functionality to see how changes affect the structure, such as drawing debug arrows from element to elements to see how it spreads. With said system we can then establish "rules" such as only update structural integrity of elements that are above and to the sides of the placement.
@thebman80Ай бұрын
"It wont let you put the part in that position in any possible way." Ah yes, No Man's Sky....
@s4bishiiАй бұрын
it's a common issue 😔
@thedragonFELL2 ай бұрын
commenting for engagement. inspiring
@s4bishii2 ай бұрын
legend
@IndeGames81Ай бұрын
1:08
@davidheeren37512 ай бұрын
Great work! How do the buildings across play sessions?
@s4bishii2 ай бұрын
It's not saving right now, that's gonna be another pain in the *ss to set up 😞
@alexcine2 ай бұрын
Ganbatte my friendo Bzw. your Videos have an amazing quality. The only stepping stone is more consistant uploads and catchier Titles and Thumbnails in my opinion. Im worse at it then you so yeah I cannot help much there lol
@alexcine2 ай бұрын
I think doing more before and after Thumbnails maybe should do it tbh. They always work well.
@s4bishii2 ай бұрын
Yeah a more consistent upload schedule would help for sure but these videos take a lot of time to make so that's not an option. 😞 About titles and thumbnails.... I just suck at it. 😂
@alexcine2 ай бұрын
@@s4bishii yeah titles and thumbnails are a work of art I am sadly not familiar with. But they sadly are extremely important. I wish I could do good thumbnails, but when you take the time to make one, i just stare at a plank canvas for a while and get frustrated