Every person I show your work gets impressed and when I tell them that everything has been made by only one person they just can't believe it, keep this amazing project up!
As always, your work is really solid! I hope we're not putting too much expectation on your shoulders, and that you can keep a healthy balance working on this project. This is so exciting to see, I very rarely write comments so while I do I'm wishing you all the best for what's to come. Cheers!
Giving up on pronouncing the word caterpillar and changing over to just bug is so much funnier than it has any right to be. As a non-native english speaker I can relate lol
I am absolutely amazed byt the talent and eye to detail you put into this project! When i was in college i remade the fairy councel aswell, but in unity back when i was studying 3D art. Its amazing to see someone attempt to remake this gem of a game!
Hi, at 6:22, you ask if doing a cast is better than using interfaces for performance. In your case, this is not going to matter at all; we are talking about an operation that will, in practice, be performed at most once in a frame. When writing code (C++ or BP), top priorities are correctness (no bugs), then readability/maintainability, then flexibility for changing requirements (if that applies to you). Juste focus on writing simple and easy to understand code; as long as you don't do anything obviously stupid, performance will be very good. Write simple code, then at some points during development, do some profiling and get some tools that can tell you accurately what parts are ACTUALLY slow. Then optimize those if needed. Unreal Insights is included with the engine and I found it to be very good for profiling. Also, I like the "stat raw" command (it toggles a performance HUD). My rule of thumb is to not "prematurely optimize" unless I'm certain that the piece of code will be called hundreds of time during the frame, or has algorithmical reasons to be slow if I'm not careful. If you're curious enough to want to compare the performance of two pieces of code (say "A" and "B"), one approach is to run the game with A called 10000 times per frame, measure the frame time, then do the same with B and compare. Your answer lies there. (I say 10000 as an example; you should increase that number until the slowdown becomes very noticeable) You also say "[...] because the player pawn will always be loaded in memory", but it's irrelevant to the issue. All of the objects you're dealing with, including the player pawn, are indeed loaded into memory. The possible performance issue is unrelated to this : it will rather be, how much work does the engine have to do in order to call the code that does the actual useful stuff? In layman's terms: in UE, casting will walk the object's class hierarchy until it find a match. Interface calls incur another type of casting internally, a cast to interface, which requires searching through your object's list of implemented interfaces. So both techniques perform a search of some kind, but from experience, casting to class (rather than using interfaces) is the fastest. But remember! This won't matter at all unless it's a piece of code that runs 1000+ times per frame! So the top priority for you will instead be: use whichever technique makes the most sense for your design and requirements, whichever is the easiest to understand + modify + bug fix. Conceptually, interfaces are only good if you have several different classes that want to do their own thing in response to a common message. If I were you, I would cast "Other Actor" to "Rayman" (or whatever you actual pawn class is), and if the cast succeeds, I would call a "Jump" or "Bounce" method on it, that I would have implemented in C++, because character movement code is sensitive and generally needs frequent changes. That code would just do "Set Z Velocity" and "Set is Launched", and that logic should actually be shared with the real, normal jump action. Hope that helps. Your work is very inspiring and I wish you best of luck with it!
This looks amazing as usual! I know this is a bit late to ask but I'm curious about how exactly the timeline for this series is going? Since the intro features things that we still haven't gotten to are all of these videos filmed in retrospect to the progress? But some of the videos mention fan feedback so are those not? Are you just a time traveler who's trolling us 😂? Edit: nvm I just noticed the videos contain windows fullscreen captures which include the dates for development, thats even cooler tbh to be able to determine the timeline!
@@superboy9431 Let me clarify anyway. The dev log series goes over how I made the things seen in the first video on the channel, the one that's just gameplay without commentary. So yes, they are filmed in retrospect. Then there is the progress update series where I show the current state of the project. Those are more casual without technical explanations as I want those to be for everyone who's interested in how the project is going, not just people who are interested in how this project is made. Sorry for not making this clear enough in the videos themselves
Hello, a piece of advice yours truly can give you in view of the upcoming demo is to open a Discord server purely dedicated to your lovely Rayman 3 HD project in order to facilitate both the download and the search for staff... 🤔 What do you think? 💭
@@alextechnogamer6120 hi Alex, I think that's a good idea. I'm not yet sure when I'll get around to setting it up, but hopefully in the not too distant future :)
@@lukebeakum1316 just to keep expectations in check, I've never said I'm going to remake the whole thing. But I did promise to release the first level :)
Bro, maybe add a slightly different arrangement of objects to already familiar levels, change left and right, or new secret rooms to make it more interesting? Otherwise, fans have played through each game 40 times and know everything by heart, this will add interest.
bro doing a better job solo than all of Ubisoft at this point.
☝ Actually true.
it is insane. Can’t wait to play this gorgeous remake
Every person I show your work gets impressed and when I tell them that everything has been made by only one person they just can't believe it, keep this amazing project up!
That's really awesome to hear! Thank you! 🙏
the butterfly visuals itself is stunning you really care about small detail
Man its looking so good already, you really are doing some hell of a good work
The level of attention to details, like the butterflies and all, is just crazy !
The asset and environment creation is amazing. Thank you for the new video! 💪
As always, your work is really solid!
I hope we're not putting too much expectation on your shoulders, and that you can keep a healthy balance working on this project.
This is so exciting to see, I very rarely write comments so while I do I'm wishing you all the best for what's to come. Cheers!
Caterpillar, the true endboss xD
Great stuff as always, you're a legend
I rarely Watch all videos on a channel, but i have watched all yours. You explain everything very well! Thanks from norway✌️
Like heavy once said:,,this is nice"
Giving up on pronouncing the word caterpillar and changing over to just bug is so much funnier than it has any right to be. As a non-native english speaker I can relate lol
Finally! Been waiting a whole week for this!
I am absolutely amazed byt the talent and eye to detail you put into this project! When i was in college i remade the fairy councel aswell, but in unity back when i was studying 3D art. Its amazing to see someone attempt to remake this gem of a game!
Hi, at 6:22, you ask if doing a cast is better than using interfaces for performance.
In your case, this is not going to matter at all; we are talking about an operation that will, in practice, be performed at most once in a frame.
When writing code (C++ or BP), top priorities are correctness (no bugs), then readability/maintainability, then flexibility for changing requirements (if that applies to you).
Juste focus on writing simple and easy to understand code; as long as you don't do anything obviously stupid, performance will be very good. Write simple code, then at some points during development, do some profiling and get some tools that can tell you accurately what parts are ACTUALLY slow. Then optimize those if needed.
Unreal Insights is included with the engine and I found it to be very good for profiling. Also, I like the "stat raw" command (it toggles a performance HUD).
My rule of thumb is to not "prematurely optimize" unless I'm certain that the piece of code will be called hundreds of time during the frame, or has algorithmical reasons to be slow if I'm not careful.
If you're curious enough to want to compare the performance of two pieces of code (say "A" and "B"), one approach is to run the game with A called 10000 times per frame, measure the frame time, then do the same with B and compare. Your answer lies there. (I say 10000 as an example; you should increase that number until the slowdown becomes very noticeable)
You also say "[...] because the player pawn will always be loaded in memory", but it's irrelevant to the issue. All of the objects you're dealing with, including the player pawn, are indeed loaded into memory. The possible performance issue is unrelated to this : it will rather be, how much work does the engine have to do in order to call the code that does the actual useful stuff?
In layman's terms: in UE, casting will walk the object's class hierarchy until it find a match. Interface calls incur another type of casting internally, a cast to interface, which requires searching through your object's list of implemented interfaces. So both techniques perform a search of some kind, but from experience, casting to class (rather than using interfaces) is the fastest. But remember! This won't matter at all unless it's a piece of code that runs 1000+ times per frame!
So the top priority for you will instead be: use whichever technique makes the most sense for your design and requirements, whichever is the easiest to understand + modify + bug fix. Conceptually, interfaces are only good if you have several different classes that want to do their own thing in response to a common message.
If I were you, I would cast "Other Actor" to "Rayman" (or whatever you actual pawn class is), and if the cast succeeds, I would call a "Jump" or "Bounce" method on it, that I would have implemented in C++, because character movement code is sensitive and generally needs frequent changes. That code would just do "Set Z Velocity" and "Set is Launched", and that logic should actually be shared with the real, normal jump action.
Hope that helps. Your work is very inspiring and I wish you best of luck with it!
@@yoanlecoq2227 omg, thank you! That was very elaborate and informative. It definitely helped a lot!
this is sooooo pretty
Very cool tech devlog
AMAZING Job !
If only I had money, I would pay him a team to help him creating the whole game
Amazing!
😎😎
So amazing
This looks amazing as usual! I know this is a bit late to ask but I'm curious about how exactly the timeline for this series is going? Since the intro features things that we still haven't gotten to are all of these videos filmed in retrospect to the progress? But some of the videos mention fan feedback so are those not? Are you just a time traveler who's trolling us 😂?
Edit: nvm I just noticed the videos contain windows fullscreen captures which include the dates for development, thats even cooler tbh to be able to determine the timeline!
@@superboy9431 Let me clarify anyway.
The dev log series goes over how I made the things seen in the first video on the channel, the one that's just gameplay without commentary. So yes, they are filmed in retrospect.
Then there is the progress update series where I show the current state of the project. Those are more casual without technical explanations as I want those to be for everyone who's interested in how the project is going, not just people who are interested in how this project is made.
Sorry for not making this clear enough in the videos themselves
5:00 😅😂🤣
HYPE
Do you plan to make the remake playable once it's finished ? Like publish it somewhere ?
@@Heide_Knight my plan is to finish the first level and make it available for everyone to play :)
@@MarkedasUnreal Nice ! Thank you again for your work on this :D
😀🤩😎😉🔥👍🏽
🌝🌝☺️🙏❤️😎😎
Hello, a piece of advice yours truly can give you in view of the upcoming demo is to open a Discord server purely dedicated to your lovely Rayman 3 HD project in order to facilitate both the download and the search for staff... 🤔
What do you think? 💭
@@alextechnogamer6120 hi Alex, I think that's a good idea. I'm not yet sure when I'll get around to setting it up, but hopefully in the not too distant future :)
@@MarkedasUnreal excellent, we're so looking forward to it... 🤩
I hope you dont do what Gabe Newell did with Half Life 3 by saying youll release the game but never follow through with it
@@lukebeakum1316 just to keep expectations in check, I've never said I'm going to remake the whole thing. But I did promise to release the first level :)
Bro, maybe add a slightly different arrangement of objects to already familiar levels, change left and right, or new secret rooms to make it more interesting? Otherwise, fans have played through each game 40 times and know everything by heart, this will add interest.
I'm not really a fan of changing things just for the sake of change. If it ain't broke, don't fix it