- Видео 77
- Просмотров 167 742
DLPS DEV
Финляндия
Добавлен 16 окт 2020
I make tutorials and videos related to game dev. Most tutorials are aimed at UE4&5 users who use blueprints.
I created an input system for my own game engine
And I am also flexing about the frame rates
Просмотров: 179
Видео
Easy Pathfinding release showcase
Просмотров 67Месяц назад
Looking for a multithreaded A* solution for your Unreal Engine 5 project? Easy Pathfinding is for you! www.unrealengine.com/marketplace/en-US/product/easy-pathfinding-flying-ai
Multithreaded A* in Unreal Engine 5
Просмотров 1662 месяца назад
I am working on an update for my marketplace asset "Easy pathfinding" by rewriting it in C with support for multithreading.
Added support for sprite sheets in my own engine
Просмотров 482 месяца назад
You can follow the progress for this rewrite (and continuation) on Github for now: github.com/realDLPS/IceCoreEngineV2 I'd like to make some progress videos in the future, but first I want to achieve feature parity with the older version. And yes I just figured out that the acronym for IceCore Engine is ICE, hilarious I know.
Changed the entire gameplay for my game.
Просмотров 424 месяца назад
Totally not because I am getting bored...
Worked on how the game looks to actually fit the theme.
Просмотров 384 месяца назад
The theme for the jam is "The Dark Unknown" so being in a brightly lit cave is pretty odd.
Cave generation basically finished.
Просмотров 374 месяца назад
Added some proper materials for the map and made the generator hide the void.
Cave generation work, marching squares.
Просмотров 824 месяца назад
More stuff for my game jam entry, this time I set up splitting tiles into separate rooms and the clear visual change of marching squares.
Working on cave generation for my game jam game.
Просмотров 344 месяца назад
If you are interested in the jam it is called "Minigame a Month - JUNE 2024"
Rotating and placing items in the inventory
Просмотров 635 месяцев назад
I still have some kinks to workout, but my inventory thing is mostly working. I did do a lousy job of placing the colliders for the swords so that was causing some issues.
Yeah grid based inventories are cool, but have you seen one with actual space?
Просмотров 1715 месяцев назад
A big thank you to everyone who has subscribed, I am now at 1000 subscribers which seems absurd to me. But anyways I'm still alive
Messing around with a projectile simulator
Просмотров 667 месяцев назад
Might make this into a plugin, idk yet
A neat effect for affecting ground color
Просмотров 749 месяцев назад
A neat effect for affecting ground color
I added the most basic UI to my own engine
Просмотров 20010 месяцев назад
I added the most basic UI to my own engine
I added raycasting to my own engine
Просмотров 2,8 тыс.10 месяцев назад
I added raycasting to my own engine
Monogame | Good enough sprite rendering with a movable camera
Просмотров 4511 месяцев назад
Monogame | Good enough sprite rendering with a movable camera
Learning MonoGame because I was bored | QuadTree
Просмотров 7811 месяцев назад
Learning MonoGame because I was bored | QuadTree
CS2 Smokes reacting to grenades in UE5
Просмотров 1,1 тыс.Год назад
CS2 Smokes reacting to grenades in UE5
Performance friendly line of sight visualization in UE4
Просмотров 224Год назад
Performance friendly line of sight visualization in UE4
The fastest Parkour Character tutorial on YouTube. UE5 & UE4
Просмотров 500Год назад
The fastest Parkour Character tutorial on RUclips. UE5 & UE4
I remade the CS2 smokes in Unreal Engine.
Просмотров 1,7 тыс.Год назад
I remade the CS2 smokes in Unreal Engine.
nice
Wish to see my unhinged commits and piss poor coding practices? Star IceCore Engine on Github! (now rewriting in C++ using raylib) github.com/realDLPS/IceCoreEngineV2
3 yrs later I'm here lol
Why haven’t you released any information regarding how people can access this?
Because I never released it.
@@DLPSDEV So you just assumed that this wouldn’t be useful to anybody but yourself? That’s exactly what the game dev society doesn’t need.
Entitlement to other indies work is also something the game dev scene doesn't need. I may release this thing out one day on the marketplace, but not for free. But then we are talking about a commercial product that needs to be up to a standard that this shader definitely was not.
@@DLPSDEV While it’s understandable that you want to maintain control over your work and potentially release it as a paid product, the game development community thrives on collaboration and knowledge sharing. By withholding your shader, you miss out on valuable feedback, exposure, and the opportunity to build credibility within the community. Releasing a rough version or a limited free version could foster improvements, while still allowing you to monetize a polished release later. Collaboration isn’t entitlement, it’s a way to strengthen both the individual and the collective, and sharing can ultimately enhance your future commercial success if that’s what you’re going for…
For some reason, when the plane goes below Z=0, the plane just despawns.. deleted. I haven't added the collision code in this tutorial, so it isn't that (and there is nothing to collide with).
Probably the kill z height in your world settings doing that. Just lower it down
@@DLPSDEV Thank you! That was the fix I needed :)
sounds nice
Interesting... I'm not quite sure what it is.
Well if im not mistaken i think this is a 3d model of grass which reacts to touch, which is btw a very hard and nice thing to do in 3d graphical design
@@GabrielSoares-bl8pd Ah, okay. Thanks.
Mostly correct, this could easily be used for that, but my use case is for player buildable roads (which switch material and remove grass)
Man was it difficult to find this.. all I needed was to rotate the camera view but I just couldn't figure out how. I didn't know you could rotate the controller instead of the actual camera. Cheers!
cool, but not actually ray marched like the cs2 smokes
Nice! Good job my friend! :)
Looks awesome 😎👍
are u releasing to public or marketplace?
Thanks but i have a one question, How can i add more falling velocity to the bomb class?
excelente, like.
having the smoke move away from the center rather than just fade in would probably improve the look a lot, but other than that looks great!
yes in fact indeed I have seen a system like this, in a game called "Dredge"
Not quite the same, the idea in mine is that you can freely rotate items, instead of using a grid
@@DLPSDEVyeah
I feel like I should say thanks for 1000 of you deciding to subscribe to my little channel, it's crazy to me that this channel is that popular and that you trust your projects with the tutorials I make.
Best way for multiplayer?
2d quads as particles < voxels
The input file doesn't get saved. I can't see any file on my desktop at all when I exported it.
i had the same probleme, so listen mate, all you have to do is to export it at the default unreal file location and then, to find it again and import it
Use Enhanced Input Legacy Input is obsolete
My plane just keeps flying backwards
change the models orintation
@@Mathew_22 Thanks i´ll try that out some day
Nice!
Excellent Tutorial, I loved every bit of it. I want to get my character to possess the plain while it is on the ground and to then take off from there. Got any tips on how to go about doing so?
anyone get the error : -WaitMutex -FromMsBuild" exited with code 6 ???
i just got this error are did you have any luck?
@@damienbradbury9427 no ((
the camera starts lower down until I press q or e, how do I fix this? using enhanced input btw
Gotta say, I have no clue. This tutorial is quite old now and I cannot remember everything. I also haven't used enchanced input that much so I don't know if it could affect things
@@DLPSDEV Ah, no worries, thanks for the fast response.
this is actually insane
how
I basically stopped rendering with the default camera and instead rendered using a scene capture to a render target 2d that is 1/4 resolution
Bros pc is on steroids
isn't this is the worst way to make a leaning?
Totally depends on your use case, this isn't the best if you are going multiplayer due to the use of tick but for a not so realistic single player game it should be totally fine and a good deal for the possibilities you gain from not using something like a premade animation
Well for some reason my AI is not aiming (but still sending box traces) and not causing any damage to me. I can shoot them just fine. Kind of stumped, can anyone help out? I know this is an old tutorial but I am on UE5.3
C++ or did you manage to do this in bp ?
I used two plugins, which are C++ but I didn't have to do any coding myself. It's just a couple of nodes, one plugin is responsible for taking the screenshot and the other sends the image and feedback using a webhook
@@DLPSDEV darn i was hoping you found a blueprint solution. its super cool tho. can you add links or the names for the plugins in the video so i can find them later ?
5.3.2 works perfectly. Thank you !!
Fun and fire to creator-attitude and joyful that someone explains coding that nice way. Keep going !
Do CS2 Smoke tutorials still need a lot of time?
4.19 to 5.3 is failed
Thank you so much...
Did you use DirectX or any other API?
I'm using monogame as a starting point. So if I am not wrong it's OpenGL
Can this Smoke be implemented in 4.27?
ABSOLUTE W MAN
Yes, I need constant supervision to not go on side quests
hyvä tutoriaali veli
No kiitos :)
i understand this is little old works flawless love it but there is a weird shadow on the new character model it looks like mannequin
i fixed this the Anim man for als even tho was set to non visible u still cast a shadow from it its best to disable shadow as well
I fucking hate the doodle code. The fuck's with those wanky explanations if you can't properly explain the works behind it? Spent around a hour on this shit. You either explain that properly or don't explain it at all
I’m getting an error in my blueprints. When I try to connect the Return Value from SpawnActor Plane BP, to the In Pawn, I get an error saying that I can’t put an Object Reference to a Pawn Object Reference and that it’s not compatible. I’m using UE 4.27. 25:53
is there a way so that the camera doesnt go into a wall if i lean into it
No real easy way, other than to make the collision capsule larger
Run a linetrace from the camera to the side you are leaning and as long as the line doesnt hit something ( use linetrace for objects and set it to static walls) it can lean, if not u can adjust the lean location dynamiccaly to the wall location to stop clipping from happening :)
Is it possible to implement it in version 4.27? The truth is that for GAS CS it would be incredible to implement it in a RoN game! TOP 100!!
Great tutorial! Also I would like to ask, how do you make the mouse look orient itself while leaning is active? When you move the mouse while leaning, it's not in line with the tilted camera, so it feels like you need to move the mouse diagonally to move it on the X and Y axis. Any tips on how to fix this?
Nice gunshot audio. What is that?
Just the default audio
This is realy nice, thank you. Any recomendations to lean the collisionbox for enemy hit detection while leaning?
I like that it really fits the csgo style