TigerPunchSportsClub

In this tutorial I show you how you can mirror your main git repo to either another git provider or onto your local hard drive to further back it up in the cloud.

How to push to multiple git remotes: https://gist.github.com/polygonboutique/3b899af06872fe33eb8878720101dd04

Using GIT with Google Drive – a Tutorial: https://www.iexplain.org/using-git-with-google-drive-a-tutorial/

#developer #git #tutorial

Stuff I use:
Monitor #1 BenQ ZOWIE XL2411P - https://amzn.to/2N7T5qN
Monitor #2 BenQ ZOWIE XL2411K - https://amzn.to/36XEOUw
LaCie Rugged Mini 2 TB External Portable Hard Drive - https://amzn.to/3d01nvY
Mousepad - https://amzn.to/2Z5y42C
BenQ E-Reading Light - https://amzn.to/3p7Fsp1
Audio Technica ATH-M40x Studio DJ Headphones - https://amzn.to/3rCn9tA
Razer BlackWidow Lite (Orange Switch) - US Layout - https://amzn.to/3a8aB7w

Support:
BTC: bc1qyf44lens4gsq408368c7gwu8sdetggg552cdl3
ETH: 0x84748e6216A88a1003E344BC3867fa7776127D85
Sign up for Coinbase - Get free money https://bit.ly/3aOIHMP

In this one I'll talk about hearing senses for AI, showing you a test level, ranting a bit about the state of Unreal forums and presenting my new strategy for version control as a solo dev for big projects in terms of file size.

0:00​ - Intro
0:15​ - Push kick, wall jumping
0:35​ - Push kick attack
0:50​ - AI hearing sense
1:02​ - New test level
1:26​ - Motion blur issue
2:05​ - Checking Unreal forums
5:02​ - Solution
5:27​ - My mblur settings
5:37​ - VCS setup
7:36​ - Outro

#unrealengine​ #programming​ #gamedev​ #gamedevelopment​

Song: if found - Dead of Night [NCS Release]
Music provided by NoCopyrightSounds
Free Download/Stream: http://ncs.io/DeadofNight​
Watch: http://youtu.be/wjCzYyzVdXA​
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
Song: Lost Sky - Need You [NCS Release]
Music provided by NoCopyrightSounds
Free Download/Stream: http://ncs.io/NeedYou​
Watch: http://youtu.be/ZpsV5SGa5R4

I mainly worked on weapon controls like shooting, hit detection, fire rate, reloading and so on. To deal damage I wired up my system to the UE built-in damage system. This way the AI perception can react properly when being shot.

Also I worked on the AI a bit. I switched it to using the Detour AI Controller so that enemies stop bumping into each other when trying to reach the player. It works, but it introduced a weird rotation glitch, where the enemies are rotating like crazy when trying to face the player.

Also on that note, I switched to C++ for writing the AI Controller. I noticed that the more complex the behavior got the more the blueprint looked like a bowl of spaghetti.

Song: Inukshuk - The Long Road Home [NCS Release]
Music provided by NoCopyrightSounds
Free Download/Stream: http://ncs.io/TLRH
Watch: http://youtu.be/athFRSHdrag

#unrealengine #programming #gamedev #gamedevelopment

Center crosshair at the center of the screen. Make window resizing not break crosshair offset.

0:00 - Intro
0:16 - Remove Default Offset
0:42 - Center Crosshair (Use texture size)
1:50 - Custom Offset (Resizable)
4:20 - Scale Crosshair
5:00 - Scaling Strategies
5:20 - Outro

Code files:
https://github.com/tiger-punch-sports-club/ue4-fps-double-camera-separate-fov/blob/master/Source/FovTutorial/FovTutorialHUD.cpp

https://github.com/tiger-punch-sports-club/ue4-fps-double-camera-separate-fov/

Talking about movement, animations in Blender and reworked AI. Explaining the future plan for the dev logs in 2021. Watch till the end for ASMR kitty footage.

0:00 - Intro
0:50 - What I worked on
3:55 - Future plans
6:11 - Encountered Issues
7:57 - Outro

Initial video of a new series about learning UE4 and creating something bigger down the road.

Quake Style Movement Controls, FPS Double Camera Setup, Separate Field Of View
Second video results of learning Unreal Engine 4 journey.

My kitties on Instagram https://www.instagram.com/sherlockandwatson_catventures/

Mentioned videos:
What is Vert- and Hor+ https://www.youtube.com/watch?v=ds2sHyHLd6M
How Great First-Person Animations are Made - 10 Tips for Animating FPS Characters/Weapons in Blender
https://www.youtube.com/watch?v=dclA9iwZB_s

Creating C++ bindings to Lua, exposing C++ data types to Lua, calling C++ functions from Lua and calling Lua function from C++

Code files: https://github.com/tiger-punch-sports-club/lua-sol2-tutorial
Lua: https://www.lua.org/
Sol2: https://github.com/ThePhD/sol2

Setting up an application which includes Lua and Sol2 using CMake

Code files: https://github.com/tiger-punch-sports-club/lua-sol2-tutorial
Lua: https://www.lua.org/
Sol2: https://github.com/ThePhD/sol2

Setup pybind11 in Visual Studio without CMake

Visual Studio SETUP [1.1 / 4]
Embedding Python in C++ with pybind11
CMake for configuration

Source:
https://github.com/tiger-punch-sports-club/pybind11-tutorial
https://github.com/pybind/pybind11

SCRIPTING [3/4]
Embedding Python in C++ with pybind11
CMake for configuration

Source: https://github.com/tiger-punch-sports-club/pybind11-tutorial

DEBUGGING [4/4]
Embedding Python in C++ with pybind11
CMake for configuration

Source: https://github.com/tiger-punch-sports-club/pybind11-tutorial

Remove dependency on SceneView and replace it with our custom method to calculate the view matrix and projection matrix

Code files: https://github.com/tiger-punch-sports-club/ue4-fps-double-camera-separate-fov/

Source: https://answers.unrealengine.com/questions/25526/custom-mesh-fov.html

Render scene and weapon model with different field of views.
Modern shooters use a double camera setup. One camera with a variable field of view is used for scene rendering and one camera with a fixed field of view is used to render just the weapon model and its animations.

Using SceneView works only for when you have an editor attached. In this video https://youtu.be/JjrtV8s3hT4 I show how to make this work for release builds.

Code files: https://github.com/tiger-punch-sports-club/ue4-fps-double-camera-separate-fov

Implementing horizontal plus as a pillar box technique to handle variable aspect ratios.
We will adjust our field of view dynamically in order to extend scene rendering.

Modern shooters use a double camera setup. One camera with a variable field of view is used for scene rendering and one camera with a fixed field of view is used to render just the weapon model and its animations.

What is Vert- and Hor+ https://www.youtube.com/watch?v=ds2sHyHLd6M

Code files: https://github.com/tiger-punch-sports-club/ue4-fps-double-camera-separate-fov/

Used utils file: https://github.com/polygonboutique/dark-magic-utils/blob/master/source/Utils.h

Dark Magic Utils https://github.com/polygonboutique/dark-magic-utils/

Fixing weapon clipping with shader vertex offsets in material

In the next video we will do some housekeeping and refactoring to make everything up to this point work in a shipped build.

Code files: https://github.com/tiger-punch-sports-club/ue4-fps-double-camera-separate-fov/
Copy Material Function here: https://blueprintue.com/blueprint/w5yt4i84/

Based on this video here https://www.youtube.com/watch?v=zqfzvHCcvZs

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Created 2 months, 1 week ago.

18 videos

Category Gaming

C++, game development and related technologies