Bioasshard Dev Report 10/29/2020
Added 2020-10-29 14:46:24 +0000 UTCHello everyone!
A new report has appeared!
Unfortunately, there’s not much to say. I mean, things are still a bit shit for me but a lot of progress has been made, the problem is, it’s all related to what I talked about on the previous report: The “3rd task”.
I finally finished the animation side of it for Julia, with the exception of two small fixes I’ll have to do later. I’m now working on the implementation of a new “bullet”. This is a must for the new weaponry, especially for performance reasons.
Back in the day when I implemented the handgun, I used the simplest method to check collisions for the bullet, doing a raycast (a line trace) which is good enough for something like a pistol, but it’s not good for other kind of weapons like an automatic one, due to the number of raycasts the game should have to do per second (it wouldn’t change the per-frame calling but still would impact in the performance). Other weapons that can’t be implemented with the current system are the like grenades and such, where the “projectile” is something visible.
So yeah, I’m reworking the “bullet” to accommodate it for this and future kind of weapons. This task still requires some days of full work, but I should have finished it by the next week. Then for this “3rd task” all that would remain would be, the enemies reacting to the new “bullet”/weaponry. I hope I can make them work with the animations already made for them, otherwise I’ll have to go back and make new animations for them (which I’ll have to hate xD).
So, there’s a bit of work yet for the next release (what I commented here along with the previously mentioned “4th task”). So, sorry for this, and for having nothing to visually show to you recently. Please bear the wait, it’ll be worth it ^^.
PS. This is the most I can show you right now. Here you can see a bit of what’s necessary to make a “bullet” in terms of nodes.


And this is it for this report.
Please make sure to take care and stay safe <3
See ya in the next one.
-Meguido
Comments
Raycasting is more precise, but can be resource consuming when done a lot in little time like automatic weapons, for this cases the projectile component for ue4 is a better choice.
Versus X Studio
2020-11-02 14:22:26 +0000 UTCI think bullet itself should implement as "ray" And add bullet effect separately.
StraitGammer
2020-10-31 01:24:18 +0000 UTCStay safe, but work hard buddy.
StraitGammer
2020-10-31 01:21:05 +0000 UTC