This thread is for anyone working on personal projects to share their progress, and hold themselves somewhat accountable to a group of peers.
Post your project, your progress from last week, and what you hope to accomplish this week.
If you want to be pinged with a reminder asking about your project, let me know, and I'll harass you each week until you cancel the service

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Notes -
Alright! Even though I could spend some time cleaning up the code, it seems to be mostly working the way I want, and it's 2x faster than the retarded version (and that's with the dev database which is basically empty). At some point I'll try to find a way to make either even more efficient or more readable, but I'm pretty satisfied at the moment. Just have to fix one or two more bugs that came up, which will be my task for this week.
How are you doing @Southkraut?
Also, @FCfromSSC, you never asked me for a ping, but if you don't mind, I'm curious about your Blender adventures.
Blender Adventures: I had a low-poly machine pistol model I was working on, an original design of my own. I've been working on a high-poly model to do the full texturing workflow, and got bogged down learning sub-D best practices on a detail-heavy helical magazine. That's pretty well done at this point, but I think I'm going to need to learn retopo and sculpting for the grip, and how to do clean intersecting curves in geometry for the complicated suppressor design. All of that's been on break for the last few weeks; while I'm teaching drawing lessons and a bible class at a Christian summer camp. I'm back home this weekend, and should be back to Blender shenanigans next week, doing retopo for the grip and getting into blender sculpting.
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Played around some more with physical movement in Unreal. Figured out the algebra for it, wired it all up, and I think it downright works. I am making boxes float and point at each other and jink sideways pretty much as inteded. So long as they don't bang into obstacles and end up going into spins. I'll need to add some kind of self-righting behavior, too.
So I added guns to the boxes, and allowed them to fire those as soon as they're pointing at the enemy box. And that didn't work at all. First off the guns are the wrong size and in the wrong place (some kind of relative transform issue?), they don't follow their parent box (parenting doesn't work like I think it does?), and when they fire the guns, the bullets have the same problems of wrong size, wrong place, and not actually moving. Also, when I attach the same gun to my player character, it just gets catapulted all over the map (collision resolution?).
So, yeah. Not exactly hyperrealistic drone warfare, and not exactly working.
Edit: Fixed what I thought was a parenting issue. Turns out that while you can apply physical forces to MeshComponents, doing so will move that component instead of the actor it is attached to. Applying that same force to a CollisionComponent instead will actually move the actor itself.
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