July's Dev Diary is out now! 🌟
Learn about the new partner animations coming alongside a support patch and get an early look at some of the things coming to Update 18 later this year.
➡️Latest Dev Diary: https://t.co/0NKgsbGNdj
📝Patreon: https://t.co/Em5znwC3g4
16 years old.
Fully paid off Costco hotdog.
It's not "parents money".
It's not luck.
It's consistency.
It's discipline.
I grind EVERYDAY to live this lifestyle.
A new patch is now available for Update 17! 🦕
This release addresses a number of bugs, fixes tutorials and improves animal behavior with babies running behind parents and more.
📝 Patch Notes: https://t.co/PHAXfXkobZ
Update 17 is now LIVE on Steam and Epic! 🦕
Discover 3 new fan-favorites: Allosaurus, Pachycephalosaurus and Stegosaurus!
Prepare to fight with dynamic combat, explore new environments and strategize with overhauled management mechanics.
🗒️Patch Notes: https://t.co/LuBub4ZFSe
@kiaran_ritchie We partially do this (combined with FABRIK-ish) in @PrehistoricK, and for limbs this helps quite a bit.
For dynamic head/neck IK (much less core motion) with all the variables we have at play, we had to rely much more on a robust FABRIK/pdb-style solve, especially for long necks!
@ZeiSpace@PeterDiamandis Do you have measurements for per million miles driven?
Per capita doesn't account for how much people in each country actually drive.
@SicklyTheNinJa I miss these games, the stories were so good, they inspired a love of history in me as a kid.
Anyone who enjoyed the history in the AC2 trilogy should watch 'Medici' as well.
@noahkaufmanmd@KaufCare@JoinCrowdHealth My one concern after doing research is the lack of a contractual agreement that they must pay eligible bills.
I understand they cannot do that without becoming "insurance", and inheriting all the implicit constraints, but it still gives me great pause...
@noahkaufmanmd I love this.
Transparent reasonable pricing, more time with an actual doctor vs time spent with a billing dept, and better services than urgent care.
Recent ER experience.. the chaos, the surprise bills, was SUCH a nightmare.
I hope to see others take inspiration from this.
As a long-time Unity dev trying to get into Unreal, C++ in UE is quite a PITA.
The upside is avoiding a whole range of pitfalls in UE.
Just off the top of my head:
- Long C++ compilation times
- Brittle rules of C++ compilation (great example: IDE says zero errors, compilation can fail.. This feels ridiculous coming from C#!)
- Extremely brittle linkages between C++ and Blueprint (just renaming a class requires a whole headache of redirection and resaving of assets)
- C++ is overkill for most simple game code
- C++ as a language has a bunch of sharp edges and annoyances that slow things down (easy to crash, .h files, very verbose, strict declaration ordering, name collisions, etc)
Honestly, from a Unity/C# developers perspective, I can totally see why they did this.
C++ in Unreal honestly feels straight-up archaic.
Unity gave a first look at upcoming tech and engine features in a pre-GDC session.
Watch now for updates on graphics, CoreCLR, IAP, and more: https://t.co/4QBv6EfEhp