…“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.“…
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.
- Vehicles can move to a target using the MoveTo functions
- Tank drive and tank movement with the navigation mesh
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?
here is a short instruction to install and run a dedicated Valheim server on linux:
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
It’s recommended to install the SteamCMD package from your distribution repositories, if available
sudo apt install steamcmd
Run steamcmd in console
Login anonymous or with your account
login anonymous or login <username>
Set your app install directory
Update and validate Valheim
app_update 896660 validate
Note: currently its heavy cpu loaded to host a dedicated server!
further information on installing dedicated servers:
failed to init SDL thread priority manager: SDL not found
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:
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 &
echo "Server started"
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:
Have fun with your dedicated Valheim server!
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.
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
- Requirements and Dependencies
- Testing Pre-trained Models
- Downloading Results
- Slow-motion Generation
- Training New Models
- Google Colab Demo
15, Apr 2020 Jeff Brown
How to rig vehicle in Blender 2.8 for UE4
by Arthur Ontuzhan
Table of contents
- Creation of a vehicle in Blender
- Setting up the vehicle in UE4
KEVIN BERGAMIN,McGill University, Canada
SIMON CLAVET,Ubisot La Forge, Canada
DANIEL HOLDEN,Ubisot La Forge, 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..
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.