u/Throw19616
Throw19616
Throw19616
This might not be what you are looking for, since it is outside of UE editor, but have you looked at Daz3D genesis models? I reckon they can serve as pretty good base models.
Throw19616
I found that characters exported from CC4 does not have any morphs except for facial expressions. Do you know any ways to retain those morph when the model is imported into UE5?
Throw19616
I don't think Casey has proclaimed that he made the RemedyBG, and much less in 2 days. It appears that RemedyBG was made by someone else and Casey just happened to like it.
Throw19616
I'm new to the scene, what's the difference between Nemo and this Instruct model? And is there any way to query the model such that it always return result in JSON format?
Throw19616
I'm curious, how do you determine one model is better than the other. I have not tried Nemo yet, but even if I do the experience might be rather anecdotal.
Throw19616
If that is the case, you can leverage on the backward compatibility of Svelte 5 and upgrade you app one route at a time
Throw19616
You don’t have to, if it ain’t broken don’t fix it. Furthermore svelte 5 should be compatible, allowing you to slowly transition.
Throw19616
It is good for arena shooter type of games, or any multiplayer game in which players are separated into “rooms” with less than 100 players per room. When you want to go beyond that number the server’s CPU usage becomes a real problem and you need to develop a custom solution. Due to that issue, Epic is now experimenting with Iris network replication, but remember it is experimental.
Throw19616
Deeply reactive signals in Svelte 5 should solve your problem
Throw19616
Thanks for the input. I suppose you need the paid version of Trading view for all that?
Throw19616
How would you compare trading view and MT5?
Throw19616
How did you create the rocky terrain?
Throw19616
Does the client need all of that data? If the answer is yes then you are probably better off sending the compressed file to client and do the work there. If the client only need some of the data then you need to work on the server-side filtering.
Throw19616
I suggest you look deeper into how the data is being used, keep asking questions which will reveal what you need to do to reduce data size and/or processing time. Also are you sending the entire 300mb json down to the client? That will take a lot of time on its own
Throw19616
What kind of data do you have? Is it static or dynamic? Are there irrelevant fields that can be stripped out? Can it be converted into relational database or OLAP? Consider using something like sqlite and do your queries there it would be much faster. If your data can be precomputed then please do so.
Throw19616
I would lean towards upgrading. The new editor tools are of great value IMO. Install size of Ue 5.4 is much smaller than 5.3, it only takes about 60 GB with debug symbols included, without debug symbols it is far less. Recently in 5.4 the renderer is heavily optimized too, so you can get more mileage out of the engine depending on the type of game you make
Throw19616
Wanted to try it, but I'm not quite sure how to setup with docker, how do I set the domain name?
Throw19616
Probably not the best of news for Houdini but they won't be killed by PCG, not by a long shot. Houdini has 3 decades of development and counting, its capabilities and integration goes far beyond the world of Unreal Engine or game dev in general. On the other hand, PCG's killer features are direct integration inside UE and ability to generate at runtime. It is very nice to work within the same editor and have short turn around time, whereas Houdini Engine plugin UX is still goddamn sluggish. Hell, SideFX dev doesn't even want to merge pull requests it seems. What Houdini will (realistically) lose if they don't haul ass is a segment of game developers who work exclusively in UE.
Throw19616
Cool stuff. How does it deal with project that has a lot of content, i.e is there any kind of streaming on demand?
Throw19616
This is nice, will you consider open source or selling the server solution? Either way I’m interested, do PM me
Throw19616
How are you planing to enable community maps?
Throw19616
How's the perf? Have you tried adding Xdebug?
Throw19616
Even when we talk about the first programming language to make multicore usage easy, that statement is not true. Erlang came into existence much earlier, can effectively exploit not only multiple cores but also multiple nodes.
Throw19616
While what you said is not wrong, the root cause is because the language enabled such problem in the first place. Without textual header include and without textual template instantiation, those problems wouldn't have happened. A good example is C#, which has no header, it has generics, and still compiles fast.
I think it can be a CLI tool, and the GUI is just a wrapper around the CLI. That way, those who prefer to use the CLI for scripting tasks can do so.