sworderist.bsky.social @sworderist.bsky.social · 8hBuilding this has made me discover the need for additional logic around inter-formation collisions. Entities need to be able to move out of the way of each other (not just avoid!) and then return to their formation slot. 000
sworderist.bsky.social @sworderist.bsky.social · 8hFormation support for Circle, Ranks, and Line are in place. The bottom image displays how entities of the same selected group will form sub formations if they are too far away from the rest of the group. 100
sworderist.bsky.social @sworderist.bsky.social · 11/10/2026built the cluster detection and basic formation logic. groups of 5 or more entities within a threshold will be automatically grouped and create a sub-formation. also went on a bit of a tangent playing around with the idea of path sharing for cluster members 100
sworderist.bsky.social @sworderist.bsky.social · 09/10/2026Thinking about a cluster based formation system that allows disparate groups of entities to seek cluster merging while moving in sub-formations. The pathfinders would be the cluster leaders instead of individual entities; the entities would be driven by relative local forces during transit. 110
sworderist.bsky.social @sworderist.bsky.social · 09/10/2026Also I hand animated all the effects lol. Kinda fun though I'm quite bad at it. Somewhat proud of the actual explosion effect though. Looking forward to migrating to 0.20.0 so I can add materials to sprites and use my newfound shader knowledge on the them. 000
sworderist.bsky.social @sworderist.bsky.social · 09/10/2026Combat abilities now feature secondary events, delivering a payload of visual effects, damage, and status effects. Also wrote my first shader which is the healthbars. Simply put: it checks the local position of the pixel as a percentile of the width vs health percentile #bevy #gamedev #NoAI 1133
sworderist.bsky.social @sworderist.bsky.social · 08/10/2026the grass getting destroyed by the explosion is a nice touch 110
sworderist.bsky.social @sworderist.bsky.social · 29/09/2026Combat ability system is in place. Abilities are data entities and when activated, the caller has a child cooldown component attached to it. Various targeting styles and area of effect are handled and entities will move to get into range in order to activate the ability. 010
sworderist.bsky.social @sworderist.bsky.social · 14/09/2026looking forward to an Obsidian talk on GOAP for fish at GDC this year 010
sworderist.bsky.social @sworderist.bsky.social · 12/09/2026Been grinding hard. - navmesh gen - on demand mesh update - pathfinding - avoidance (ORCA), - basic automatic unstuck logic #bevy #gamedev #NoAI 0184
sworderist.bsky.social @sworderist.bsky.social · 19/08/2026per complanca, perla apretta, mi aimico 010
sworderist.bsky.social @sworderist.bsky.social · 06/08/2026IDLES is one of the coolest bands out there. dope poster. dope cat 110
sworderist.bsky.social @sworderist.bsky.social · 29/07/2026I've switched over to #Bevy from UE5. Here is a generic pooling system and location checker to find free locations when activating a pooled entity. I also have a new team project in the works, but can't share that yet. #indiedev #gamedev Also, someone please give me a job. 0183
sworderist.bsky.social @sworderist.bsky.social · 26/07/2026you can delete everything else on your resume. only thing you need is this post 1250
sworderist.bsky.social @sworderist.bsky.social · 22/07/2026are you using dots? ive read that it is rather difficult to get lockstep in unity. i went through this same struggle in ue5 000
sworderist.bsky.social @sworderist.bsky.social · 21/07/2026ur the best alice. looking forward to 0.19.1 020
sworderist.bsky.social @sworderist.bsky.social · 10/07/2026i suspect easier than other engines (avian has high determinism btw!): github.com/simgine/bevy...github.com 100
sworderist.bsky.social @sworderist.bsky.social · 26/06/2026Hey! Check out my submission for the @juniperdev.bsky.social Serious Game Jam sworderist.itch.io/themanwithth... It's about El Sombreron, a leyenda from Latin America! I worked quite hard on it #UE5 #gamedevsworderist.itch.ioThe Man With The Big Hat by sworderist, Gersemnios, uyecarlyFend off El Sombreon with your own hat to keep your customers (and potential ones) safe! 040
sworderist.bsky.social @sworderist.bsky.social · 21/05/2026interested in your thoughts on secret design 020
sworderist.bsky.social @sworderist.bsky.social · 21/05/2026Hi, I think bsky needs a little tuning input from the user aside from who you follow. For example I recently started getting a ton of wrestling posts out of nowhere. I pressed the 'Show less like this" button and haven't seen anything about the topic in 3 days. 100
sworderist.bsky.social @sworderist.bsky.social · 20/05/2026feeling this today as well. banging my head up against this repo for 3 days to absorb the information into my 🧠 but i don't actually have a brain it's actually just a peanut 000
sworderist.bsky.social @sworderist.bsky.social · 17/05/2026If Yoko Ono yodeling on stage with Chuck Berry couldn't break Lennon's confidence I don't think anything could 010
sworderist.bsky.social @sworderist.bsky.social · 11/05/2026There's a mod for Battle Brothers called Legends and it has a very interesting layered armor design that has you balancing weight for armor value. One aspect I really like about it is that all the low tier gear you start out with always has value as the inner layers. 010
sworderist.bsky.social @sworderist.bsky.social · 28/04/2026Hi let me know if you need help with 6DOF 110
sworderist.bsky.social @sworderist.bsky.social · 20/04/2026Last week I got Mass Entity working and can spawn an absolutely massive amount of entities. This week I will implement marquee selection using 2D Hierarchical Spatial Hash Grid so I don't have to iterate over every single entity every time a player goes to select a unit. #UE5 #GameDev #ECS 050
sworderist.bsky.social @sworderist.bsky.social · 13/04/2026Luckily I have built most of my systems in modular self-contained plugins so things like multiplayer sessions, user input, and user interface don't need much to work with a new system. Starting today, I will be diving into ECS/Mass and Iris replication to see if it fits my needs. 010
sworderist.bsky.social @sworderist.bsky.social · 13/04/2026My naively developed game using GAS and standard UE5 replication is simply put, completely incompatible with determinism. I have been thinking about this constantly and it seems I am going to have to take several steps back and rework some of the systems that I've put a lot of effort to. 100
sworderist.bsky.social @sworderist.bsky.social · 13/04/2026In the past couple weeks I've been constantly reading about network determinism in RTS games. In case you don't know, most RTS games simulate individual unit state on each client in order to offload some overhead from the server. #GameDev #Unreal 172
sworderist.bsky.social @sworderist.bsky.social · 11/04/2026Been too busy to post here, but work on my RTS has not stopped for a moment. Will update where I'm at in a later. Also, last week I submitted my first game jam. Features I worked on were a Superliminal style object grab and perspective resize and 6DOF jetpack movement. #GameDev #IGDA 062
sworderist.bsky.social @sworderist.bsky.social · 01/04/2026oh shit i literally just ran into this yesterday 000
sworderist.bsky.social @sworderist.bsky.social · 22/03/2026they banned these types of bags in california grocery stores 010
sworderist.bsky.social @sworderist.bsky.social · 21/03/2026that lofi so smooth i nearly slid out my chair 110
sworderist.bsky.social @sworderist.bsky.social · 20/03/2026They are also constantly evaluating the compared health ratio and decide to flee if they are losing the fight. I have a game jam next week so focus will be on cleanup and defensive checks throughout the project! 000
sworderist.bsky.social @sworderist.bsky.social · 20/03/2026Weekly Update: Created integration with State Tree logic and Ability System. Characters will use vision to find other characters that don't match the friendly Gameplay Tags, then move to and attack them using a Gameplay Ability with the option to select damage amount and types. #UE5 #GameDev 182
sworderist.bsky.social @sworderist.bsky.social · 18/03/2026Playing around with replicated physics #UE5 #gamedev 084
sworderist.bsky.social @sworderist.bsky.social · 17/03/2026i like how it butchered the text in the background 160
sworderist.bsky.social @sworderist.bsky.social · 13/03/2026Next week: Expand State Tree tasks and integrate with Gameplay Ability System. Right now I'm driving ability activation with HandleGameplayEvent, which uses a gameplay tag to activate tagged abilities. A State Tree can send events and data directly to the ability and continue processing in parallel. 010
sworderist.bsky.social @sworderist.bsky.social · 13/03/2026Features implemented this week: RTS style spawn buildings which are a requirement for the player to spawn a unit. Also, State Tree NPC Behaviors. I created a State Tree that causes an NPC to flee to a tile out of sight of any player controlled pawn using EQS. #gamedev #UE5 131
sworderist.bsky.social @sworderist.bsky.social · 12/03/2026Depends on several factors, including perspective. Side Scroller: 2 directions for the pixel character to face. That's really just 1 direction and you can mirror everything. Top down/Iso: Could be 3 directions, mirrored, could be 5. that's 3 - 5 directions for every animation you create 000
sworderist.bsky.social @sworderist.bsky.social · 06/03/2026Anyway, completed the groundwork to allow a player 'purchase' a unit. The player now has multiple currencies and the unit has data asset templates so the system can provide all the variables needed to complete the transaction and spawn the unit. Next week: Spawn buildings and NPC AI 000
sworderist.bsky.social @sworderist.bsky.social · 06/03/2026This week was nothing but startup race conditions. ᵐʸ ˢᵃⁿⁱᵗʸ ⁱˢ ⁱⁿ ᵃ ʳᵃᶜᵉ ᶜᵒⁿᵈⁱᵗⁱᵒⁿ Everything in #UE5 multiplayer depends on network ownership, but making sure the client local version of an object is ready at the right time is a challenge. #GameDev #Unreal 281
sworderist.bsky.social @sworderist.bsky.social · 04/03/2026My point is, your Tiger Tank can carry, but actually acquiring it and losing it needs to have a substantial impact on the player's macro. 110