Sign in

sworderist.bsky.social

@sworderist.bsky.social
44 followers 69 following 98 posts

Do not take me for some turner of cheap tricks gitlab.com/Falkenrath

PostsRepliesMedia
sworderist.bsky.social @sworderist.bsky.social · 8h
Building 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 · 8h
Formation 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.
Images containing entities in formation. 1) Ranked formation 2) Circle formation 3) Line formation 4) 2 clusters of the same selection group forming separate formations
100
sworderist.bsky.social @sworderist.bsky.social · 11/10/2026
built 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 · 10/10/2026
sick
000
sworderist.bsky.social @sworderist.bsky.social · 09/10/2026
Thinking 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 · 09/10/2026
Also 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 · 09/10/2026
Combat 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 · 08/10/2026
the grass getting destroyed by the explosion is a nice touch
110
sworderist.bsky.social @sworderist.bsky.social · 29/09/2026
Combat 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 · 14/09/2026
looking forward to an Obsidian talk on GOAP for fish at GDC this year
010
sworderist.bsky.social @sworderist.bsky.social · 12/09/2026
Been 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 · 19/08/2026
per complanca, perla apretta, mi aimico
010
sworderist.bsky.social @sworderist.bsky.social · 06/08/2026
IDLES is one of the coolest bands out there. dope poster. dope cat
110
sworderist.bsky.social @sworderist.bsky.social · 29/07/2026
I'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 · 26/07/2026
you can delete everything else on your resume. only thing you need is this post
1250
sworderist.bsky.social @sworderist.bsky.social · 22/07/2026
are 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 · 21/07/2026
ur the best alice. looking forward to 0.19.1
020
sworderist.bsky.social @sworderist.bsky.social · 10/07/2026
i suspect easier than other engines (avian has high determinism btw!): github.com/simgine/bevy...
github.com
100
sworderist.bsky.social @sworderist.bsky.social · 26/06/2026
Hey! 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 #gamedev
sworderist.itch.io
The Man With The Big Hat by sworderist, Gersemnios, uyecarly
Fend off El Sombreon with your own hat to keep your customers (and potential ones) safe!
040
sworderist.bsky.social @sworderist.bsky.social · 22/06/2026
sounds heavy as fuck
000
sworderist.bsky.social @sworderist.bsky.social · 21/05/2026
interested in your thoughts on secret design
020
sworderist.bsky.social @sworderist.bsky.social · 21/05/2026
lmao wtf
020
sworderist.bsky.social @sworderist.bsky.social · 21/05/2026
Hi, 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 · 20/05/2026
feeling 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 · 17/05/2026
If 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 · 11/05/2026
There'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 · 28/04/2026
Hi let me know if you need help with 6DOF
110
sworderist.bsky.social @sworderist.bsky.social · 20/04/2026
Last 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 · 13/04/2026
Luckily 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 · 13/04/2026
My 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 · 13/04/2026
In 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 · 11/04/2026
Been 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 · 01/04/2026
oh shit i literally just ran into this yesterday
000
sworderist.bsky.social @sworderist.bsky.social · 22/03/2026
they banned these types of bags in california grocery stores
010
sworderist.bsky.social @sworderist.bsky.social · 21/03/2026
reminds me of N++
010
sworderist.bsky.social @sworderist.bsky.social · 21/03/2026
that lofi so smooth i nearly slid out my chair
110
sworderist.bsky.social @sworderist.bsky.social · 20/03/2026
They 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 · 20/03/2026
Weekly 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 · 20/03/2026
dlss5 enabled
010
sworderist.bsky.social @sworderist.bsky.social · 18/03/2026
Playing around with replicated physics #UE5 #gamedev
084
sworderist.bsky.social @sworderist.bsky.social · 18/03/2026
110
sworderist.bsky.social @sworderist.bsky.social · 17/03/2026
i like how it butchered the text in the background
160
sworderist.bsky.social @sworderist.bsky.social · 13/03/2026
Next 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 · 13/03/2026
Features 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 · 12/03/2026
Depends 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 · 06/03/2026
Anyway, 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 · 06/03/2026
This 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 · 05/03/2026
Turret stabilizer. Nice touch
010
sworderist.bsky.social @sworderist.bsky.social · 05/03/2026
Interesting character name
100
sworderist.bsky.social @sworderist.bsky.social · 04/03/2026
My 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