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
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
This mirrors advice I sometimes give to DMs for TTRPG systems. You never want to nail down every lore detail because your players will come up with things to fill the gaps, and those things will be better - either just plain better, or simply more meaningful to them personally
October 6, 2025 at 1:26 PM
WTF? What is wrong with these companies? Clearly they’re tired of being successful, and of their customers having a positive opinion of them, and have decided to punch themselves in the family jewels to alleviate the boredom
October 2, 2025 at 9:51 PM
Literally all I’m asking from a software vendor as a paying customer is that you don’t punch yourself in the balls. I know everyone is doing it, but you could just…not
October 2, 2025 at 5:34 PM
com/blog/2025/09/30/detailed-data-sharing-for-better-ai/
October 2, 2025 at 5:33 PM
Mission levels are still 100% dynamic of course because almost everything is mutable. But faking more complex lighting through exaggerated subsurface, numerous small fill lights etc is still my preferred route right now. Cheapo!
October 1, 2025 at 6:03 PM
I do have a console variable I can set now to enable damage numbers everywhere. That way we can try it out occasionally to see how we feel about it. But my gut says it’ll just be distracting
October 1, 2025 at 12:33 PM
There, even if I don't use this effect for damage numbers all the time, it's better than the UMG text for the potion machine summon countdown. I made the text size, lifetime, velocity and distortion effects more configurable as well

Video: https://mastodon.gamedev.place/@sinbad/115298535920293769
October 1, 2025 at 10:57 AM
I actually have other places I can use this effect anyway, such as countdowns on potion summoning spots. I’m currently using 3D UMG widgets but these will look much better
September 30, 2025 at 5:39 PM
There we go, I can now enable damage numbers on any character if I want, I even integrated it via the gameplay cue system so it's all replicated nicely. Still don't think I want them on all the time, but they are quite nice (they're coloured according to damage type now too).
September 30, 2025 at 5:15 PM
place/@sinbad/115293772899819701
September 30, 2025 at 2:45 PM
Wasn't obvious from the last clip but wheras a lot of these kinds of effects just orient the numbers once on spawn, I had to make sure they always faced the camera because you can spin our camera around a lot. Slightly awkward to do but looks betterVideo: https://mastodon.gamedev.
September 30, 2025 at 2:45 PM