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YoshiEnVerde

Newbie
Dec 21, 2020
67
126
Slight correction for benefit of the doubt that quoted person might not be from a "normal" 1st world country. There are some backwater countries.. like Mexico that pretty much practice guilty till proven innocent still.
Oh, I won't deny that. I'm from one of those countries after all ;)
 

meowsasuke

Member
Dec 27, 2017
150
236
seems like the whole shooting thing is basically a marketplace asset. Solid animations tho. Third person camera sucks. you should probably get a third person controller from marketplace and toggle the components on and off. If you want to make you own controller then heres how i usually do it. Currently you are just moving player in the direction on input rel to camera. Never do this always apply velocity in players forward vector using physics then rotate player around its up axis. you also need to rotate the velocity vector to compensate for non flat ground. this is pretty simple just take cross product of input and ground normal. To detect 180 turns get dot product of player forward compensated for ground normal and input. make sure you do this in fixed time step loop
 
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D-E-V-O-L-U-T-I-O-N

Member
Game Developer
Sep 28, 2020
189
1,164
seems like the whole shooting thing is basically a marketplace asset. Solid animations tho. Third person camera sucks. you should probably get a third person controller from marketplace and toggle the components on and off. If you want to make you own controller then heres how i usually do it. Currently you are just moving player in the direction on input rel to camera. Never do this always apply velocity in players forward vector using physics then rotate player around its up axis. you also need to rotate the velocity vector to compensate for non flat ground. this is pretty simple just take cross product of input and ground normal. To detect 180 turns get dot product of player forward compensated for ground normal and input. make sure you do this in fixed time step loop
Programming wise, everything is custom made, no market place assets. I only used 3d scans for closeup buildings and megascans as third party assets.
 

Silaeleas

Newbie
Sep 22, 2020
28
22
Programming wise, everything is custom made, no market place assets. I only used 3d scans for closeup buildings and megascans as third party assets.
Great project! Just curious did you use blueprints or c++? Are characters custom made or created with daz, metahuman or something similar? In any case, your success is a great inspiration. Wish you good luck in the
 

D-E-V-O-L-U-T-I-O-N

Member
Game Developer
Sep 28, 2020
189
1,164
Great project! Just curious did you use blueprints or c++? Are characters custom made or created with daz, metahuman or something similar? In any case, your success is a great inspiration. Wish you good luck in the
I gutted some data from various sources, including metahuman, Daz, and others indeed. Usually, when I have some assets, I just rip them apart, get some good pieces or something that's not worth doing from scratch and throw away the rest. It's better to have good asset consistency to the game rather than just slap random assets together.
and I use purely blueprints, those are way faster to use and iterate compared to C++ which is better if the project already has dedicated programmers that modify the engine and rendering pipeline...
 

DKOC

Active Member
Feb 1, 2019
974
999
Blueprints have some positives, yes. But dedicated programmers will prefer C++ as it offers more control, stability, and efficiency. Most major projects in UE4 use C++, but often will use blueprints for specific purposes. Example: Conan Exiles does the majority of its code in C++ but makes its moddable data available to blueprints, with examples on how to do stuff with their data and blueprints.

But, you aren't reading these, so preaching to the rest of you guys :p
 
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*POP!*

Newbie
Nov 22, 2019
98
154
Most major projects in UE4 use C++...
The biggest advantage of Unreal is not the light engine, quixel, niagara, nanite or metahuman, but the accessability for newcomers and small developement teams.


But, you aren't reading these, so preaching to the rest of you guys :p
Preaching???
I am pretty certain he knows all that already ...
Also yes he does. As you probably know because he just responded to other comments.
 

DKOC

Active Member
Feb 1, 2019
974
999
Maybe blueprints are better than I remember them now, years later. When I tried to develop in UE4 back in 2016, blueprint development was a nightmare.

Actually, the dev responded to other posters. They haven't responded to any of mine directly, which leads me to believe they are blocking my posts. It happens.
 
Mar 19, 2021
77
144
The game is developing and it pleases. The game already has masturbation and tentacles. If there is normal sex in the game, then the developer can be supported for further creativity.
 
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