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Automated Testing of Gameplay Features in Sea of Thieves

…“To avoid this long scattershot process of locating bugs, fixing them and checking they don’t reoccur, we need to regularly check that this issue isn’t in the current version of the game.-For this AI example, we could get a tester to run a scenario like the one in the video everyday, getting a skeleton to chase them around a corner and checking that it remembers to follow them. That wouldn’t take too long, but if we wanted checks for a whole game of the size of Sea of Thieves we’d have thousands of these scenarios that needed testing. Now these checks would take so much time that they would become a manual tester’s entire job, and a pretty mind-numbingly boring one at that.-If instead of wasting a human’s time with these checks, we let the game do it itself via an automated test, we not only avoid wasting a tester’s time but we get many other advantages. -First the game can run the checks much faster than a human could, which means they can be run more often so the dev team will know even sooner that there’s a problem. Next, the game can be more precise when running tests as its able to read and check its own state, so more accurate checks can be made than a human could detect. Finally, automated tests can also interact with the game at different levels, testing individual code functions if necessary, while a human can only play the game in its complete form.“…

Read the full article: https://ubm-twvideo01.s3.amazonaws.com/o1/vault/gdc2019/presentations/Masella_Robert_AutomatedTestingOf.pdf

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Vehicle AI (PID CONTROLLER)

Custom path following and AI for vehicles in Unreal Engine.

I found this pretty interesting approach to archive a realistic vehicle ai in the unreal engine.

Completed:

  • Vehicles can move to a target using the MoveTo functions
  • Tank drive and tank movement with the navigation mesh

https://github.com/jgcoded/VehicleAIProject

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Best Source Control for game development: The Verdict

This is part of a series of posts on source control for game development. Read more in the Blog.

Available Options

So far we’ve been studying in-depth 4 of the most popular source control options for game development.

  • Git, very popular outside of Games, but its regular downsides become showstoppers for game development at scale.
  • Perforce, the game industry standard, very expensive but the best option for dealing with large and complex projects.
  • PlasticSCM, a very promising competitor to Perforce. Much better than SVN, but comes with a price tag.
  • Subversion (SVN), a very solid option for small to medium projects, free and open-source.

Why do I see those as being the most popular?

Read further on ….

Source: https://kahncode.com/2020/05/05/source-control-for-game-development-the-verdict/

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Valheim Dedicated Server (Linux)

Hi folks,

here is a short instruction to install and run a dedicated Valheim server on linux:

Installation

Create a user account named steam to run SteamCMD safely, isolating it from the rest of the operating system. Do not run steamcmd while operating as the root user – to do so is a security risk.

useradd -m steam

cd /home/steam

It’s recommended to install the SteamCMD package from your distribution repositories, if available

sudo apt install steamcmd

Run steamcmd in console

steamcmd

Login anonymous or with your account

login anonymous

or

login <username>

Set your app install directory

force_install_dir <path>

Update and validate Valheim

app_update 896660 validate

quit steamcmd

quit

Note: currently its heavy cpu loaded to host a dedicated server!

further information on installing dedicated servers:

https://developer.valvesoftware.com/wiki/SteamCMD

Known issues:

failed to init SDL thread priority manager: SDL not found

Solution:

sudo apt install libsdl2-2.0-0:i386

Run Valheim Server:

Open the path where you installed the dedicated server

you will find a couple of files including a manual.pdf

sudo nano or sudo vim  start_server.sh

Now you will see this and you can set your server name and password:

export templdpath=$LD_LIBRARY_PATH
export LD_LIBRARY_PATH=./linux64:$LD_LIBRARY_PATH
export SteamAppId=892970

Tip: Make a local copy of this script to avoid it being overwritten by steam.

NOTE: Minimum password length is 5 characters & Password cant be in the server name.

NOTE: You need to make sure the ports 2456-2458 is being forwarded to your server through your local router & firewall.

./valheim_server.x86_64 -name "My Server Name" -port 2456 -world "Dedicated" -password "My Password" -public 1 > /dev/null &

export LD_LIBRARY_PATH=$templdpath

echo "Server started"
echo ""
read -p "Press RETURN to stop server"
echo 1 > server_exit.drp

echo "Server exit signal set"
echo "You can now close this terminal"

To run the server:

./start_server.sh

Have fun with your dedicated Valheim server!

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Why Unreal Engine 5 (UE5) Will Be a Game Changer

By Ryan L’Italien

Unreal Engine is one of the most popular game engines. And the newest version — Unreal Engine 5 (UE5) — is expected to be a game changer. In this blog, we break down why — and what we’re excited about.

What Is Unreal Engine 5?

Unreal Engine 5 is the forthcoming version of Unreal Engine, expected in 2021.

There is a lot of excitement around Unreal Engine 5. In our recent survey of 500+ game development professionals, we heard may predictions for the impact of UE5 on game development in the 2020s.

https://www.perforce.com/blog/vcs/unreal-engine-5

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DAIN (Depth-Aware Video Frame Interpolation)

Project | Paper

Wenbo Bao, Wei-Sheng Lai, Chao Ma, Xiaoyun Zhang, Zhiyong Gao, and Ming-Hsuan Yang

IEEE Conference on Computer Vision and Pattern Recognition, Long Beach, CVPR 2019

This work is developed based on our TPAMI work MEMC-Net, where we propose the adaptive warping layer. Please also consider referring to it.

Table of Contents

  1. Introduction
  2. Citation
  3. Requirements and Dependencies
  4. Installation
  5. Testing Pre-trained Models
  6. Downloading Results
  7. Slow-motion Generation
  8. Training New Models
  9. Google Colab Demo

https://github.com/baowenbo/DAIN#dain-depth-aware-video-frame-interpolation

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Making Swarm work in Unreal Engine 4.24

https://www.firemist.com/technotes/unrealengine-swarm

Making Swarm work in Unreal Engine 4.24

15, Apr 2020 Jeff Brown

If you have ended up here because you’re trying to render your lightmaps via Swarm on multiple machines, you just might be in luck. Here’s how I got it working with my system/network

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How to rig vehicle in Blender 2.8 for UE4

How to rig vehicle in Blender 2.8 for UE4

by Arthur Ontuzhan

Table of contents

https://continuebreak.com/articles/how-rig-vehicle-blender-28-ue4/

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DReCon: Data-Driven Responsive Control of Physics-Based Characters

KEVIN BERGAMIN,McGill University, Canada

SIMON CLAVET,Ubisot La Forge, Canada

DANIEL HOLDEN,Ubisot La Forge, Canada

JAMES RICHARD FORBES,McGill University, Canada

Interactive control of self-balancing, physically simulated humanoids is along standing problem in the ield of real-time character animation. Whilephysical simulation guarantees realistic interactions in the virtual world,simulated characters can appear unnatural if they perform unusual move-ments in order to maintain balance..

https://static-wordpress.akamaized.net/montreal.ubisoft.com/wp-content/uploads/2019/11/13214229/DReCon.pdf

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Retro : The Sega Saturn and Transparency

https://www.mattgreer.org/articles/sega-saturn-and-transparency/

The Sega Saturn is notorious for not being able to pull off transparency effects as well as its competitors. But the Saturn does do proper transparency effects as many games demonstrate. So why did so many developers so often settle on the “mesh” approach in their Saturn games?

This article is based on a YouTube video made by Low Score Boy. See the thank you section at the bottom of this post.