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I've been terrible at updating the site recently, but fortunately not because I've been lazy!
Full steam ahead on a new project at work, plus I've been plugging away at adding multiplayer support to the procedural terrain generation plugin. There's a quite rough WIP branch if anyone is interested :
https://github.com/midgen/cashgenUE/tree/MULTIPLAYER_SUPPORT
Keep an eye on twitter for updates!
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The silence is broken. I've been taking a break from extra-curricular coding for a few weeks. My usual timetable of 1-2hours 'my time' coding before heading into the studio is great productive time but it does get tiring, you need to know when to take a break!
I've also been speaking both at the local Unreal Engine User Group, and at internal Programmer's Guild meetings here at Ubisoft Blue Byte, both on my procedural terrain system and the GOAP planner work.
My public github repos have had a bit of a tidy, various issues and minor features that were backlogged have been sorted out in UnrealFastNoise and CashGen. I'm still to get to work on a solid GOAPer demo after the very rusty version I hacked together for the talks.
More updates soon, in the meantime follow my Twitter which gets updated much more regularly with what I'm up to.
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Whoops, been a while since the last blog post, here's an update.
I've completed a big refactor of the CashGen terrain plugin. The core framework is now pretty solid, far better performance and reduced memory footprint over the original code. I've been trying out a few different erosion algorithms to make more natural terrain and I'm pretty happy with the way they've turned out. Here's a vid :
{youtube}JPoEjBIOzY4{/youtube}
Next up, materials, and foliage.
Other than that, time has been taken up some some other UE prototypes and general business in the run up to Christmas (and being ill). If I'm not updating the blog, keep an eye on Twitter :)
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I'm taking a couple of weeks away from coding (well, away from coding at home, still hard at work at Blue Byte!), so thought I'd give a rundown of where my various projects are:
CashGen
Currently designing a hefty refactor of the whole plugin. There's a huge amount of inefficient and particularly wasteful memory/threading code that needs to be sorted out which is a legacy of my learning UnrealEngine as I was creating the project. This should see the following benefits :
- Hugely reduced memory footprint
- Much better threading performance
- Better able to support multiplayer
- General code cleanup/consistency
I expect to get properly started on this in the next couple of weeks.
GOAPer
This is currently on hold while I get the CashGen refactor done. I'm aware that the repository is getting a lot of organic hits from Google searches, so I've put a warning on there that it is a barely working framework, not something ready to be used!
Once the terrain generator plugin is refactored and stable, I will be working on a game design to start implementing the GOAP framework with.
UnrealFastNoise
This is a new plugin that came out of the work I have been doing on CashGen. I've taken the FastNoise noise generator library I was using and wrapped it up into the nice Blueprint-friendly package. I'll add the project page onto here soon.
UnrealEngine NRW Meetup
Our September meetup is on the 28th September at the A&O Düsseldorf HBf. I will be dragging my desktop along to power some VR demos that we have lined up. Check out the details here :
http://www.meetup.com/Unreal-Engine-User-Group-NRW/events/233615853/
That's it for now! I'm heading off to the Czech Republic for a friend's wedding this weekend, and next week I plan to binge on Destiny : Rise Of Iron.....then come back refreshed ready to crack on with the Unreal projects!