Wow. It has already been a month since the last post! Time seems to fly when one is head’s down putting components together, testing out plugins, and dealing with sick kids. That said, I have been tied up with those things lately. I’ve been balancing my time between writing basic character building blocks and trying to integrate other pieces such as inventory management, animation, and per-bone damage. All of these things being first pass, of course. My other game dev is still acclimating himself to the switch over to C++ and doing tons of research on other things that will become very important very soon.
I’ve decided to take the transparency approach to reporting what we are working on once we start hitting the alpha stages. I am going to work on a way to pull the data from our internal tracking system into a more consumable format and location. This will make sure we can be held accountable for our work and it will be easier to see feature and bug progress.
I did see something really cool recently, though. It looks like Epic is working on a Blueprint to C++ conversion tool. This would essentially break down your Blueprints into native C++ when it builds for release. While you wouldn’t really be able to debug them via your code editor, it would eliminate the performance hit Blueprint codes takes from basically having to run inside a virtual machine on game execution. While this won’t significantly change my decision to move over to C++ as my primary choice for development, it will make me less hesitant to implement in Blueprint when it would be easier or make more sense there.
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