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Tinker Tuesday for June 2nd, 2026

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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Not a lot of tinkering this week, but I started the second approach on reworking the data buffers to optimize the bullet simulation.

How have you been doing @Southkraut?

@FCfromSSC, since you pinged my last week, would you like regular pings as well?

Had a week off, spent most of it parenting, but did get a few hours to myself here and there and, since the weather didn't cooperate with my more outdoorsy plans, I tinkered.

  • Refactored and restructured the worst of the LLM cruft.
  • Made inroads into using the Unreal Insights profiler and resolved the worst performance offenders. In some cases by way of removing the entire offending system.
  • Pulled a lot of wheel-reinventions into more uniform and generic code.
  • Standardized the instantiation of physical entities.
  • Started setting up a handmade framework for NPC behavior, but right now it's still heavily WIP.

I also noticed that I am somewhat offended by how clunky my placeholder NPC models look. To be exact, they're primitive cylinders. I am debating either building something more appealing procedurally, or actually breaking out blender. It needn't be hi-fi; if I can count the polygons on my hand and feet that's fine. First off, I suppose I should do some research into animations - can I do those procedurally, too, or am I finally better of making something by hand?