Jean-Paul Software
jeanpaulsoftware.bsky.social
Jean-Paul Software
@jeanpaulsoftware.bsky.social
Just this guy, you know? Currently writing a game in UE5 about an AI wiping out humanity, but doing so using brand-friendly, HR-approved language.

Buy my screensavers! https://store.steampowered.com/app/1631280/The_JeanPaul_Software_Screen_Explosion
Beating your shit into pineapples is the 2025 equivalent of beating swords into plowshares
November 2, 2025 at 2:39 PM
#gamedev still on the backburner while I refill the company coffers with some "real" programming work. Office life sucks in a lot of ways, but cycling home through #London at sunset almost makes up for it... #barbican
October 6, 2025 at 6:33 PM
Gamedev on the backburner for a bit while I do some paying work to get the company funds back to health. This means cycling to Kensington every day, a place where people love cars more than humans.

There's a lot of Ferraris here, but the owner of this car is clearly rich in things other than money
September 25, 2025 at 8:52 AM
Now that's what a computer should look like #sciencemuseum #london #tech
September 3, 2025 at 2:49 PM
Tom Waits is currently on display at the Natural History Museum #london #tomwaits
September 2, 2025 at 10:45 PM
#screenshotsaturday #ue5 #gamedev fixed up and extended Lump, my "Mass for Idiots" system- now you can't see where it switches away from ISM to mesh or actor.

Framerate stays nice and high thanks to object pools, and only using physics where needed.

Next job: use it to make cars and pedestrians.
August 30, 2025 at 3:02 PM
Everything here is in an ISM until you get close; then it gets turned into a regular Static Mesh, or actor if specified. Get far enough away, it gets switched back, but you can specify the conditions under which that happens. Movement is controlled by a class that can be extended in C++ or BP... 2/n
August 23, 2025 at 10:12 AM
#screenshotsaturday #ue5 #gamedev Turns out the bits of Mass I wanted to use are dependent on ZoneGraph, and ZG can't be rebuilt at run time, so I can't use it. Mass is also fully C++ and honestly a bit of a headache. So, I nicked the ideas from Mass I wanted and built something a lot simpler. 1/n
August 23, 2025 at 10:12 AM
Neuron here is watching my Pain au Chocolat like it's his ancestral birthright
August 22, 2025 at 10:15 AM
Today in fun #gamedev bugs: the SUV Centipede, coming to a school run near you very soon.
August 13, 2025 at 3:46 PM
#screenshotsaturday #ue5 #gamedev #london- infinite PCG road now features intersections and buildings (well, connection points for intersections and placeholder cubes).

The pop-in is a bit brutal but I can fix that later.

Implementing traffic comes first. And breaking the legs of pedestrians.
August 9, 2025 at 2:26 PM
#screenshotsaturday The Last Gig is on hold for a bit while I try to find funding, so I'm now cranking out a quick one-month side project, Electric Rental Bike Simulator. Infinite procedural #ue5 road working great, now working on intersections, buildings, and detecting the breakage of traffic laws.
August 2, 2025 at 4:22 PM
The hardest bit was making them crash without the physics exploding. The #ue5 vehicle plugin wants spherical wheels (!), so there's a bit of smoke and mirrors when you jump off... but it works very well! TBH I might just pivot to making Rental Bike Wanker Simulator. #screenshotsaturday #gamedev 2/2
July 12, 2025 at 8:05 AM
#screenshotsaturday- needed a break from tech debt and UI so have implemented ridable Lime bikes. It uses the #ue5 vehicle system, plus control rig IK for the hands and feet. Below is an accurate demo of a typical #London Lime bike usage- note the use of proper parking technique. #gamedev 1/2
July 12, 2025 at 8:05 AM
Yeah I do need to tune the volume a bit! Fun thing about that noise is it's generated on the fly using #ue5 #metasounds - they've got a full programmable synth just sitting there and it's pretty amazing stuff.
June 28, 2025 at 11:28 AM
#screenshotsaturday and finally, now there's an actual fail state. For fun I added "death quotes" ala *Call of Duty*... but as theme of the game is AI, I'm using dumb pro-AI horseshit from the wankers running AI companies- Elon Musk, Sam Altman, Sundar Pichai and so on #ue5 #gamedev #indiedev 3/3
June 28, 2025 at 10:06 AM
#screenshotsaturday the other main focus has been on closing the loop on this being a game rather than a bunch of levels, which means UI and saving and loading... again, not exactly glam, but there's now a nicely bleak main menu scene #ue5 #gamedev #indiedev 2/3
June 28, 2025 at 10:06 AM
Been a while since my last #screenshotsaturday post- fixing AI bugs isn't exactly a visual treat. However now it's a LOT more stable, and even uses the correct escalator when given the option. Plus it can jump if it's sufficiently annoyed. #ue5 #gamedev #indiedev 1/3
June 28, 2025 at 10:06 AM
Unintentional environmental storytelling in Alton Towers #gamedev
May 31, 2025 at 3:17 PM
#screenshotsaturday - mostly getting rid of tech debt this week so the AI has fewer existential crises, but also some combat tweaks.

Question- should robots care about which way an escalator goes? It's easier if they don't, but I can't decide if it looks "menacing" or "stupid" #ue5 #gamedev
May 24, 2025 at 8:23 AM
Spline-based escalators were a very quick win- the hardest bit was getting the handrest speed to match the steps.

In the full game there will be chewing gum stuck to the sides, and perhaps to the player's boots. Wishlist 'The Last Gig' today! tinyurl.com/5t2dd6cd

#ue5 #gamedev #wishlistwednesday
May 14, 2025 at 8:29 PM
This giant chandelier thing is just straight PCG- a bunch of spheres and boxes- and the 'fountain' is just a sphere from Scythe with some glitter. Corporate art is very, very easy. I'd add physics, but I need to focus on getting the robots in, and building the supermarket 2/3 #ue5 #gamedev
May 14, 2025 at 8:29 PM
It's #wishlistwednesday! So here's a WIP of part of the demo for The Last Gig (store.steampowered.com/app/3680580/...)
Very quick to put together thanks to @kronok.bsky.social's Scythe plugin, and @nebukam.bsky.social's PCGEx to get rid of the need for boring wall / room placement #gamedev #ue5 1/3
May 14, 2025 at 8:29 PM
So then I did what I really didn't want to do- make a chain of hard physics constraints on the fly. Bit fiddly to set up, but when everything is in the right place and forces transferred it works great. Moral of the story: stupid is fine if you can't see it. 3/3 #gamedev #screenshotsaturday #ue5
May 10, 2025 at 10:15 PM
Today for #screenshotsaturday something that should be trivial but turned out to be a massive headache: hanging from a rope in The Last Gig (wishlist pls store.steampowered.com/app/3680580/... thx) . Simple right? Well, no- the Character Movement Component doesn't like constraints #gamedev #ue5 1/3
May 10, 2025 at 10:15 PM