Steve Streeting
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sinbad3d.bsky.social
Steve Streeting
@sinbad3d.bsky.social
Greybeard. Made engines (Ogre3D), devtools (Sourcetree, Git LFS), now games, Unreal Engine tools & plugins. Baker, coffee nerd, Cat Dad. He/him

Code: https://github.com/sinbad
Blog: https://www.stevestreeting.com
Explosions now apply force to things!
November 5, 2025 at 3:12 PM
Explosions can now destroy diggable areas. Now we're mining!💥⛏️
November 5, 2025 at 1:21 PM
Minermancers spell work this week: physics objects and AOEs! Here’s a bouncing explosive barrel spell that’s fun to play with

Getting client prediction and smooth replication working on physics objects was fiddly but it works now.
November 1, 2025 at 11:54 AM
The particle systems clip against geometry as well
October 25, 2025 at 10:36 AM
Here’s the debug display of the spray on the server; expanding damage probes which automatically fill the space given cone angle / velocity settings. Much better than a fixed cone overlap test which wouldn’t track spray motion properly. It also clips against geometry so it doesn’t go through walls
October 25, 2025 at 10:35 AM
Minermancers progress this week: spray-style spells. Multiplayer predicted, and the underlying damage shapes are properly simulated to match the particle effects
October 25, 2025 at 10:32 AM
SUDS Pro is on sale! It's my #unrealengine dialogue plugin that lets you use text files to write dialogue, direct camera cuts, character animation and more. If you prefer writing dialogue like a script, I think this is a nice way to do it.

Reposts appreciated!

www.fab.com/listings/3e3...
October 15, 2025 at 2:18 PM
Quietly allowing people to assume you use LLM chatbots as well so they stop fecking talking at you about it
October 1, 2025 at 9:33 AM
Spending all day in this view making very careful changes so I don't break any of the multiplayer replication & prediction systems, as I chop up the spell system and re-assemble it. All appears to be working again now but 😖I hate multiplayer code
September 29, 2025 at 4:01 PM
Combat training has been suspended for now at least #caturday
September 27, 2025 at 5:43 PM
What my chair actually looks like vs what my cats think it is

This afternoon Merry was defeated in single combat by my chair while I was trying to do the hoovering
September 27, 2025 at 5:01 PM
I use honey instead of sugar in my bread these days, and having to rescue the last remnants of solidifying honey from the bottom of the bottle with heat and water has made my routinely eyeballed measurements even vaguer than usual.
September 27, 2025 at 11:55 AM
The beta of GOLD TEETH has a great hook #ttrpg
September 26, 2025 at 11:01 AM
"It's so weird how we couldn't sell all those AI chips that no-one asked for"
September 25, 2025 at 4:13 PM
Uuum, sure but that's not really my fault, is it? This is your default install location, maybe you should shorten *your* paths 🙄🤣 #unrealengine
September 24, 2025 at 12:29 PM
I baked my first apple pie of the year since our tree is ready. Left it to cool on the unit while we ate dinner, with a net cover over it.
September 22, 2025 at 9:31 AM
Me: puts books sideways and on top of a bookshelf because of lack of space

Also me: still has stuff like this on another shelf for some reason. I don’t even use a Mac anymore
September 15, 2025 at 7:11 PM
Finally got around to clearing my last blocker for updating to UE 5.6 - my Runtime Virtual Texture based map system stopped working entirely. Turns out they added a new member to FPrimitiveSceneProxy that I only found by diffing the source 🙄
September 15, 2025 at 1:46 PM
Ahhhh I just figured out how to get a more traditional timeline sequence view of frame timings in Superluminal: you just re-sort the instance table on the left, which defaults to Duration descending, which is why the worst offenders are at the top.
September 11, 2025 at 1:16 PM
I was just sharing my newfound love of Superluminal with someone and I noticed the tagline "From installation to first fix in less than 10 minutes." on the website. It was 100% true in my case! Marketing copy that's actually true? Unheard of 😜
September 11, 2025 at 11:46 AM
Also perhaps of interest: if you launch a packaged UE game build from Superluminal with the default settings, it'll show you nothing except that a thread was waiting forever. This is because UE games have one exe in the root, which bootstraps into another exe in the nested binaries dir.
September 10, 2025 at 10:40 AM
There's been a lot of negative talk lately about "the UE look", which I don't really agree with, but I can see some aspects of. But at least I can say with some confidence that we don't really have that look. Probably because we've turned off so much we're basically using UE4 with better tooling
September 7, 2025 at 10:21 AM
Making some progress, basically had to override the nav geometry export to not send colliders as blocking geometry for diggables, but to report the convex colliders modifiers instead. Seems to work at least partially (updates aren't working yet)
September 4, 2025 at 12:09 PM
It's quite tricky to come up with the "filler" rocks (non-resource bearing) so that they're both interesting and distinct from each other, but also not insane looking or more eye catching than the actual resources. Marie's been working hard on them lately.
September 3, 2025 at 4:03 PM
Amazing what a little roughness map tweaking can do for the punchiness of surfaces (Marie did the actual work, not me)

[Our hero materials use a packed AORMH map where R=AO, G=Roughness, B=Metallic, A=Height, authored in Substance]
September 3, 2025 at 3:39 PM