Steve Streeting @sinbad3d.bsky.social · 28/04/2026Switched to an AGX tonemapper for MinerMancers, and I really like how it retains the vibrancy of the colours much better than ACES did, especially when bright. It’s much closer to how HDR looked before, to the extent that I’ll probably drop the HDR path now since it was fiddly anyway 061
Steve Streeting @sinbad3d.bsky.social · 11/04/2026Object scattering system is starting to make open areas in MinerMancers levels feel a little more interesting 🧙♂️⛏️ #screenshotsaturday 1121
Steve Streeting @sinbad3d.bsky.social · 10/03/2026WIP decorative ground object growth system for MinerMancers. Kind of an L-System, everything grows out of a single point 031
Steve Streeting @sinbad3d.bsky.social · 14/12/2025New lobber enemy (I affectionately refer to them as my lobby boys) making poison clouds and hiding behind things, annoyingly 040
Steve Streeting @sinbad3d.bsky.social · 05/11/2025Explosions can now destroy diggable areas. Now we're mining!💥⛏️ 151
Steve Streeting @sinbad3d.bsky.social · 01/11/2025Minermancers spell work this week: physics objects and AOEs! Here’s a bouncing explosive barrel spell that’s fun to play with Getting client prediction and smooth replication working on physics objects was fiddly but it works now. 030
Steve Streeting @sinbad3d.bsky.social · 25/10/2025The particle systems clip against geometry as well 040
Steve Streeting @sinbad3d.bsky.social · 25/10/2025Here’s the debug display of the spray on the server; expanding damage probes which automatically fill the space given cone angle / velocity settings. Much better than a fixed cone overlap test which wouldn’t track spray motion properly. It also clips against geometry so it doesn’t go through walls 150
Steve Streeting @sinbad3d.bsky.social · 25/10/2025Minermancers progress this week: spray-style spells. Multiplayer predicted, and the underlying damage shapes are properly simulated to match the particle effects 1112
Steve Streeting @sinbad3d.bsky.social · 15/10/2025SUDS Pro is on sale! It's my #unrealengine dialogue plugin that lets you use text files to write dialogue, direct camera cuts, character animation and more. If you prefer writing dialogue like a script, I think this is a nice way to do it. Reposts appreciated! www.fab.com/listings/3e3... 030
Steve Streeting @sinbad3d.bsky.social · 01/10/2025Quietly allowing people to assume you use LLM chatbots as well so they stop fecking talking at you about it 0110
Steve Streeting @sinbad3d.bsky.social · 29/09/2025Spending all day in this view making very careful changes so I don't break any of the multiplayer replication & prediction systems, as I chop up the spell system and re-assemble it. All appears to be working again now but 😖I hate multiplayer code 120
Steve Streeting @sinbad3d.bsky.social · 27/09/2025Combat training has been suspended for now at least #caturday 050
Steve Streeting @sinbad3d.bsky.social · 27/09/2025What my chair actually looks like vs what my cats think it is This afternoon Merry was defeated in single combat by my chair while I was trying to do the hoovering 140
Steve Streeting @sinbad3d.bsky.social · 27/09/2025I use honey instead of sugar in my bread these days, and having to rescue the last remnants of solidifying honey from the bottom of the bottle with heat and water has made my routinely eyeballed measurements even vaguer than usual. 140
Steve Streeting @sinbad3d.bsky.social · 25/09/2025"It's so weird how we couldn't sell all those AI chips that no-one asked for" 020
Steve Streeting @sinbad3d.bsky.social · 24/09/2025Uuum, sure but that's not really my fault, is it? This is your default install location, maybe you should shorten *your* paths 🙄🤣 #unrealengine 150
Steve Streeting @sinbad3d.bsky.social · 22/09/2025I baked my first apple pie of the year since our tree is ready. Left it to cool on the unit while we ate dinner, with a net cover over it. 140
Steve Streeting @sinbad3d.bsky.social · 15/09/2025Me: puts books sideways and on top of a bookshelf because of lack of space Also me: still has stuff like this on another shelf for some reason. I don’t even use a Mac anymore 020
Steve Streeting @sinbad3d.bsky.social · 15/09/2025Finally got around to clearing my last blocker for updating to UE 5.6 - my Runtime Virtual Texture based map system stopped working entirely. Turns out they added a new member to FPrimitiveSceneProxy that I only found by diffing the source 🙄 150
Steve Streeting @sinbad3d.bsky.social · 11/09/2025Ahhhh I just figured out how to get a more traditional timeline sequence view of frame timings in Superluminal: you just re-sort the instance table on the left, which defaults to Duration descending, which is why the worst offenders are at the top. 120
Steve Streeting @sinbad3d.bsky.social · 11/09/2025I was just sharing my newfound love of Superluminal with someone and I noticed the tagline "From installation to first fix in less than 10 minutes." on the website. It was 100% true in my case! Marketing copy that's actually true? Unheard of 😜 120
Steve Streeting @sinbad3d.bsky.social · 10/09/2025Also perhaps of interest: if you launch a packaged UE game build from Superluminal with the default settings, it'll show you nothing except that a thread was waiting forever. This is because UE games have one exe in the root, which bootstraps into another exe in the nested binaries dir. 110
Steve Streeting @sinbad3d.bsky.social · 07/09/2025There's been a lot of negative talk lately about "the UE look", which I don't really agree with, but I can see some aspects of. But at least I can say with some confidence that we don't really have that look. Probably because we've turned off so much we're basically using UE4 with better tooling 171
Steve Streeting @sinbad3d.bsky.social · 04/09/2025Making some progress, basically had to override the nav geometry export to not send colliders as blocking geometry for diggables, but to report the convex colliders modifiers instead. Seems to work at least partially (updates aren't working yet) 100
Steve Streeting @sinbad3d.bsky.social · 03/09/2025It's quite tricky to come up with the "filler" rocks (non-resource bearing) so that they're both interesting and distinct from each other, but also not insane looking or more eye catching than the actual resources. Marie's been working hard on them lately. 120
Steve Streeting @sinbad3d.bsky.social · 03/09/2025Amazing what a little roughness map tweaking can do for the punchiness of surfaces (Marie did the actual work, not me) [Our hero materials use a packed AORMH map where R=AO, G=Roughness, B=Metallic, A=Height, authored in Substance] 120
Steve Streeting @sinbad3d.bsky.social · 28/08/2025I usually don’t do anything particularly complex in DaVinci Resolve so cutting together this several minute VO montage from tens of source videos is stretching my capabilities 0100
Steve Streeting @sinbad3d.bsky.social · 22/08/2025Screenshots of the new ground variation system. Both the materials and rock scatters can vary based on ground type. I implemented this by re-using the systems that make ground reflect the mineables that *used* to be there when they're mined away 130
Steve Streeting @sinbad3d.bsky.social · 18/08/2025Trying to make my crash bug tickets less intimidating 010
Steve Streeting @sinbad3d.bsky.social · 15/08/2025🎶99 changes to source content files 99 changes to files You import one, pass it around 98 changes to source content files 1141
Steve Streeting @sinbad3d.bsky.social · 13/08/2025I've edited enough VO now that maybe I'm becoming a (very) amateur audio engineer; I can spot a P-pop that I might need to tone down just by looking at the wave form 040
Steve Streeting @sinbad3d.bsky.social · 11/08/2025I've just cut up the first of the silly wizard VO contributions ready for import and I *swear* I didn't do this on purpose 020
Steve Streeting @sinbad3d.bsky.social · 08/08/2025Yay, now that Nanite is gone I can run 4-player tests on my machine again. I'm sure I could do this before but I think that UE's defaults just slowly creep up every version update 000
Steve Streeting @sinbad3d.bsky.social · 08/08/2025Here's the settings to fully disable Nanite if you're a sicko like me using UE to make games that don't need it. The "ProjectEnabled" is the one exposed to project settings but you need the other one too to stop it bitching about it. 110
Steve Streeting @sinbad3d.bsky.social · 08/08/2025JFC, Nanite, 4GB VRAM, really? I don't even need you for a top-down game but when I turn you off in the project settings you constantly bitch at me that you're disabled 😩 110
Steve Streeting @sinbad3d.bsky.social · 29/07/2025A reliable skeletal mesh pipeline from Blender to UE has always been fraught & plagued with little edge cases - extra root bones, weird scaling etc. We found the best option is the (now abandoned by Epic, maintained by the community) Send2Unreal, but 5.5 broke that because of the new "Interchange" 171
Steve Streeting @sinbad3d.bsky.social · 26/07/2025OK one of the old batteries had leaked a tiiiny bit, barely anything 110
Steve Streeting @sinbad3d.bsky.social · 26/07/2025Until my UPS started complaining about the battery I had no idea that they just used standard mobility scooter batteries. Managed to source a couple of compatible ones from a local supplier, half the price of official battery cartridges 👍 130
Steve Streeting @sinbad3d.bsky.social · 25/07/2025And if you want to load async and then immediately use the asset once it's loaded, you can do this: 010