Nebulas, Stars, Random Numbers and UE4
For the last week I’ve been catching up on ways to render stars, nebulas and space in general. The learning curve is quite steep and I’ve absorbed enough to finally feel like the firehose has […]
For the last week I’ve been catching up on ways to render stars, nebulas and space in general. The learning curve is quite steep and I’ve absorbed enough to finally feel like the firehose has […]
Intro Perforce is a source control repository used to track and control changes to files. You should read the official perforce docs for UE4 first. Then come back here for more details. The benefits of […]
I needed to free up some disk space so I started going through my project folder of about 85 projects. I’ll be the first to say that I make a lot of junk and most […]
Today is one of those fun days where I get to wear a few different hats in my independent game development career. We’re bringing some interns on and we need a better way of collaborating […]
My journal from the dissection of the platformer game sample. PlatformerGameMode.h Contains a custom state enum for tracking the states of the game. Also exposes this through a getter but there’s no setter, the state […]
I’ve been wanting to jump into smart lighting for a few years now. I finally decided that the Philips Hue system had enough of my desired features to warrant a starter kit. What follows is […]
Please note that this post is from a time where I knew nothing about UE4. It is full of things you should probably not try and mimic. I’m leaving it here for posterity sake but […]
Changelog July 29, 2014 Updated Rigid Body Section July 24, 2014 Added Rigid Body Physics July 9, 2014 Added details on collision spheres July 2, 2014 Added more cloth tearing info and cloth scale section. June […]
Most ShiVa games have a single STK pack file. The reason why is because it’s easy to hit the export button and dump everything into one giant file when you publish. On many PC platforms like Desura and Steam, […]
As we are nearing our first Steam release, we wanted to make a strong effort to localize our game in as many different languages as possible. This brought up an interesting problem involving workflow and […]
Copyright 2005-2026 Zachary Burke