GameDev Tools Weekly - Issue 15 — May 24th, 2021
GameDev Tools weekly made by Victor Stepanov
Technical Issues in Tools Development Roundtables
- Announcement
- Toolsmiths
- GDC
Reminder that Technical Issues in Tools Development is on the docket for GDC 2021, as well as the Tools Summit, which in particular has some fun stuff in store! https://t.co/sPEUgtlrsw
— Geoff Evans (@gorlak) May 7, 2021
Tools Design Roundtables
- Announcement
- Toolsmiths
- GDC
Join David Lightbown for the Tools Design Roundtables!
Tools Design Roundtable Day 1: Design
Tools Design Roundtable Day 2: Production
Deep dive into CRYENGINE particle effects
- CRYENGINE
- workflow
Senior VFX Artist Viktor Ikkes delivers part one of an in-depth multi-part Master Class presentation demonstrating the particle effects system in CRYENGINE. https://t.co/iZ45phJQ6c pic.twitter.com/vGiUjMgcQK
— CRYENGINE (@cryengine) May 18, 2021
Subdivision debug
- debug
.The final result doesn’t look this frantic, but sure I have more work to do!!
— Max Liani (@maxliani) May 18, 2021
In a nutshell: I determine the number of samples along u and v and, but equidistant samples in parametric space may be unevenly spread in Cartesian space. When that happens I force a patch split to recompute samples on either sides. I need to find a better way.
— Max Liani (@maxliani) May 18, 2021
Custom sprintf for transforms
- debug
I'm using a custom sprintf implementation from here:https://t.co/Z4yojk0tUx
— Niklas Gray (@niklasfrykholm) May 17, 2021
that I've modified to handle my custom tags:https://t.co/Dog6qVyvqF
How do you handle your todos?
- code
TODO in source code if it doesn't have some way to externally track/comment/etc is cancer. In one company we had rule that TODO has to contain JIRA ticket # or be deleted.
— Бранимир Караџић (@bkaradzic) May 17, 2021
Undo architecture
Hey Max, I was wondering what underlying architecture you used to implement your undos? I have never written an undo system from scratch, so currently in the gathering info stage :)
— SimonA (@SimonBAnderson) May 19, 2021
In the action, store also the index of which object, along with any other information needed to tell exactly what it is that the action represents.
— Max Liani (@maxliani) May 19, 2021
The action has two virtual method for undo and redo. Sometimes the implementation of the two is identical...
2/n
Everything should be a value change. The creation of an object can be considered a value change where the value is deep data. On undo, you swap that data and the undo action retains the object...
— Max Liani (@maxliani) May 19, 2021
It is important not to refer to scene data by pointer. Scene data may change...
4/n
Support for undo is “all or nothing”.
— Max Liani (@maxliani) May 19, 2021
Once you add it, you have to pay the “undo development tax” for everything you add to your system.
Endless Runner Creator
- UE
Go grab a system that will let you create all kinds of endless runner games in UE4. Free of charge!https://t.co/zWMeRkmUjW#unrealengine #UE4 #gamedev #indiedev #3dart #gamedevelopment pic.twitter.com/Z8dQZ060aU
— 80 LEVEL (@80Level) May 18, 2021
Building modular buildings
- art
Carlos Sánchez from the PUBG team talked about using modularity to build houses for large-scale games and explained how you can achieve a unique look with modular elements:https://t.co/j6wtKuAY6f#gamedev #3dart #unrealengine #UE4 #3dsmax #zbrush #substancepainter #substance3d pic.twitter.com/gCkN4z4mu3
— 80 LEVEL (@80Level) May 19, 2021
visual scritping vs coding
Every now and then I see people talking about the difference between VISUAL SCRITPING and CODING.
— Alan Zucconi (@AlanZucconi) May 19, 2021
So let me break this down for you.
Visual scripting 𝗜𝗦 coding! 👨⚖️
And this is why... 🧵👇 pic.twitter.com/m7MKSIIozB
MetaHuman Creator
- UE
We're excited to share that instant (early) access to the MetaHuman Creator is available now. No more wait, just log in and start creating!https://t.co/80EBHllroK pic.twitter.com/Pl8GL1GHXb
— Unreal Engine (@UnrealEngine) May 20, 2021
Reduces system complexity
A simple way to reduce complexity of Information Systems https://t.co/fu78F1v9Es
— C++ LibHunt (@CppLibHunt) May 20, 2021
vcpkg enterprise features
- build
All vcpkg enterprise features now generally available: versioning, binary caching, manifests and https://t.co/PcuNNCLkuW by @augustin_popa
— C++ LibHunt (@CppLibHunt) May 20, 2021
Python Imgui
If you are curious, I posted an early version on Github: https://t.co/HU09HTGjvb
— Froyok (Fabrice Piquet) (@Froyok) May 18, 2021
Unity Upres/remaster old assets
- Unity
️ 🚀Automate workflows
— Unity (@unity3d) May 17, 2021
🖼️ Create photo realism
✨ Upres/remaster old assets
Nathaniel Bell, Principal Artist at Insomniac Games discusses at GDC Showcase how Unity ArtEngine’s helped his team — watch now on-demand: https://t.co/uZPvTiGIr9 pic.twitter.com/TRtDOWibJi
Our Machinery forums moved
- TheMachinery
We've moved the Forums for @ourmachinery to use GitHub Discussions. This is a great place to ask general questions about #TheMachinery, give us ideas and feedback, or otherwise interact with the developers and the community:https://t.co/OeL4NYqXLM
— Niklas Gray (@niklasfrykholm) May 21, 2021
🔥 Hot Tools Jobs 🔥
Systems Engineer @ Telltale Games
Indy Ray posted in the careers channel
I have a role open too: https://twitter.com/ScatteredRay/status/1379154535462002690 Role can be adapted for more Senior or Juinor. Have tons of tooling work in Build or Animation.
Come work with me on systems on The Wolf Among Us 2 https://t.co/B0kHCulIHI Seniority and scope/focus can be tailored for the candidate. Have lots of work in Rendering, Animation, Tools and Build depending on interest! Happy to provide mentorship for more junior engineers.
— Indy Ray (@ScatteredRay) April 5, 2021
Senior Programmer - Tools @ Media Molecule
Amy Phillips posted in the careers channel
Senior Tools Engineer @ Infinity Ward
If you want to apply send a DM to Victor Stepanov
Software Development Lead - AR/VR Experiences @ The Walt Disney Studios
Nick Porcino posted in the careers channel
Senior Tools Programmer @ Tuque Games
Igor Rafael de Sousa posted in the careers channel
My team at Tuque Games, currently working on D&D Dark Alliance, is open for hiring a new Sr. Tools Programmer. We are located in Montreal but there is plenty of time to move here while we are working from home. There is no job posting yet but I’m happy to talk about my experience so far. You can reach out to me or simply apply via our careers page: https://www.tuquegames.com/career.
Tools Programmer @ Ready at Dawn
Joe Ferfecki
posted in the careers channel
Did You Know??
- Did you know there is a WIP definition for IMGUI
#random
Motion simulator for 50$
An enthusiast built a racing motion simulator for 50$ by using Galvanic Vestibular Stimulation connected to BeamNG to feel the accelerations:https://t.co/Rzyjf1EMt2#tech #fun #simulation #games #racing pic.twitter.com/u3zdMpxBmz
— 80 LEVEL (@80Level) May 19, 2021
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Credits:
Info gathering tech by Alexander Pirogov, Victor Stepanov
“Adjustable Spanner/Wrench” by CGWorker is licensed under Creative Commons Attribution .