
Exploring Hardware Interfaces for Game Development
Exploring the use of the Ableton Push 2 in Unreal Engine 4 as a super-powered game tuning device. […]
Exploring the use of the Ableton Push 2 in Unreal Engine 4 as a super-powered game tuning device. […]
I’ve been doing some composite work in UE4, the final step of which is to use the High Resolution Screenshot tool to capture an image using the custom depth as a mask. What this is […]
I wanted to document a VR paddling system that I designed a few years ago for a VR game called The Grand Canyon VR Experience. The goal was to simulate a standing paddle board experience […]
Well, things don’t always turn out how you plan. This week I wanted to participate in the Chair Challenge in memory of Kelli Paswater. I wanted to take something out of Game Of Thrones. I […]
As everyone knows now, Epic Games has acquired Agog Labs, the creators of SkookumScript. I’m excited for the future and happy for the team. I’ve been using SkookumScript since January 31 of 2016. I’ve written […]
In our game we use streaming levels to load the player into various interior buildings. The player enters an airlock, which is just a loading screen that they can move around in while they wait […]
Getting the Vive motion controller buttons and axis bound in UE4 is one of the first steps to playing around in VR. I had to dig into the UE4 code a bit to find out […]
There’s a major bug in our project that is exhibited by beam particles that are not correctly emitting from the socket location that the emitter is attached to. The problem has been seen in every […]
There’s a piece of documentation on the official UE4 site that briefly discusses different methods for replicating Character Movement over the network. It explains 4 different methods for replicating new movement abilities and goes on […]
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 […]
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