- Category: Site
The purge and cleanup of the worst code has been completed. You will see changes in the following repos:
UESVON, CashGen
Just a little housekeeping, refactoring, const correctness fixed up in a few places.
GOAPer
Slightly more involved refactor, fixed some glaring issues. Reworked some of the base classes to tidy up the blueprint implementations.
UEBoids
This is actually a new repo. Years ago I wrote a short article on implementing Boids in UnrealEngine...I'd got rid of the original repo a while ago and removed links to the article as I didn't keep it up to date and it wasn't terribly efficient code. Recent though I noticed a lot of traffic hitting these pages, guess boids is a common university problem or something? Anyway, it was time to clean it up, so I rewrote the algorithm from scratch in a new plugin, and updated all the articles.
- Category: Site
You may notice some activity on github this week. I have a few days off so I'm having a bit of cleanup. First of all I've updated the plugins and demo projects to 4.22. A painless exercise, no changes required at all for a change, win.
I've also been submitting general cleanup and refactoring of the plugins, starting with UESVON, which was my most recent project and fairly tidy anyway. Then moved onto GOAPer which I haven't touched in a couple of years and I have that horrible feeling you get looking back at some code you wrote years ago....so obviously I'm now knee-deep in a big refactor. Fun!
- Category: Site
May already, time's flying. Still no time to work on my personal projects, but I've got a some time off coming up in a few weeks where I plan to take a few days to do something.
Not 100% sure what that'll be yet...I'm considering doing some more work on the 3D Navigation plugin, do a round of performance optimisation, and look into some different techniques for enhancing the path, plus maybe some heuristic additions to preserve momentum while pathfinding. Either that, or perhaps some kind of new plugin, I'm thinking about some cellular automata type building mechanics, with large volumes of entities, so plenty of scope for optimisation challenges to solve.
- Category: Site
I'm not dead. Just very busy.
There's not been time to do much coding outside of work since the new year, although I do have some time off tomorrow that hopefully can be used to tidy up a few bits. I'll try and get the boids code back up on github as it still seems to be getting a bizarrely large amount of traffic!