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
Buy my screensavers! https://store.steampowered.com/app/1631280/The_JeanPaul_Software_Screen_Explosion
Yeah that is a bit confusing at first... but once you get that set up it's quite easy to handle different controllers and keybindings and switch between control schemes for different bits of the game. It's a trade-off. Slightly more up-front complexity means fewer blueprints from hell later
October 7, 2025 at 9:17 PM
Yeah that is a bit confusing at first... but once you get that set up it's quite easy to handle different controllers and keybindings and switch between control schemes for different bits of the game. It's a trade-off. Slightly more up-front complexity means fewer blueprints from hell later
I disagree; there's just more stuff in there, and a lot more concepts to pick up if you want to know everything, but the core is much the same. PCG, Control Rig, Metasounds, Nanite Substrate, Mass, GAS, Geometry Script, State Tree etc- you don't *have* to use any of it.
October 7, 2025 at 8:55 PM
I disagree; there's just more stuff in there, and a lot more concepts to pick up if you want to know everything, but the core is much the same. PCG, Control Rig, Metasounds, Nanite Substrate, Mass, GAS, Geometry Script, State Tree etc- you don't *have* to use any of it.
The Nvidia 5090 of its day!
September 3, 2025 at 7:35 PM
The Nvidia 5090 of its day!
Now you're just being silly
August 23, 2025 at 7:30 PM
Now you're just being silly
Needs a bit of polishing but sure why not?
August 23, 2025 at 6:37 PM
Needs a bit of polishing but sure why not?
Oh and (5/4) there's also a load of object pooling and reuse, which helps a ton with performance. Creating objects at runtime is pretty heavy; reusing them is a lot quicker. All this is templated too, so nice and generic. No macros though, sorry @nebukam.bsky.social #gamedev #ue5
August 23, 2025 at 10:41 AM
Oh and (5/4) there's also a load of object pooling and reuse, which helps a ton with performance. Creating objects at runtime is pretty heavy; reusing them is a lot quicker. All this is templated too, so nice and generic. No macros though, sorry @nebukam.bsky.social #gamedev #ue5
@nebukam.bsky.social suggested I drop the 'M' and call this 'Ass'; I pointed out that since it's doing quite a lot of culling, I should call it 'Cul'. If you speak any French this is HILARIOUS - indeed, a name that is a multilingual pun is probably the best thing about this system #gamedev #ue5 4/4
August 23, 2025 at 10:12 AM
@nebukam.bsky.social suggested I drop the 'M' and call this 'Ass'; I pointed out that since it's doing quite a lot of culling, I should call it 'Cul'. If you speak any French this is HILARIOUS - indeed, a name that is a multilingual pun is probably the best thing about this system #gamedev #ue5 4/4
...of which you can have many. There's two above- one for cubes, one for cones. So, like Mass, you can have a ton of stuff moving around and only worry about collisions where required, which keeps things very performant. It'll never be as optimised as Mass, but it's close enough for me. 3/n
August 23, 2025 at 10:12 AM
...of which you can have many. There's two above- one for cubes, one for cones. So, like Mass, you can have a ton of stuff moving around and only worry about collisions where required, which keeps things very performant. It'll never be as optimised as Mass, but it's close enough for me. 3/n
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
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
Would love to be added if there's space...
August 20, 2025 at 12:27 AM
Would love to be added if there's space...
I'm not sure you do
August 16, 2025 at 12:54 PM
I'm not sure you do
Right but a sticker that isn't stuck to something is just a piece of paper in a drawer.
I've got inappropriate health and safety hazard stickers on mine- 'explosive' on the desktop PC and 'irritant' on the laptop: ehs.princeton.edu/news/know-yo...
I've got inappropriate health and safety hazard stickers on mine- 'explosive' on the desktop PC and 'irritant' on the laptop: ehs.princeton.edu/news/know-yo...
Know Your Hazard Symbols (Pictograms)
As a result of updated OSHA chemical labeling requirements, 2016 marks the first full year of adoption of the Globally Harmonized System of Classification and Labeling of Chemicals (GHS) in the U.S
ehs.princeton.edu
August 16, 2025 at 11:25 AM
Right but a sticker that isn't stuck to something is just a piece of paper in a drawer.
I've got inappropriate health and safety hazard stickers on mine- 'explosive' on the desktop PC and 'irritant' on the laptop: ehs.princeton.edu/news/know-yo...
I've got inappropriate health and safety hazard stickers on mine- 'explosive' on the desktop PC and 'irritant' on the laptop: ehs.princeton.edu/news/know-yo...
By definition, everyone who is not at the extreme ends is a "moderate", so any claim you make about the beliefs of those people will either be trite, or untrue for all but a subset of them.
Given that, what is it you want to say about them?
Given that, what is it you want to say about them?
August 10, 2025 at 6:49 AM
By definition, everyone who is not at the extreme ends is a "moderate", so any claim you make about the beliefs of those people will either be trite, or untrue for all but a subset of them.
Given that, what is it you want to say about them?
Given that, what is it you want to say about them?