and the second being "Ugh that sounds terrible"/"haha that's a bad idea"/generally infer that I am a bumblin' bumbler doing the thing wrong
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W odpowiedzi do @joewintergreen
I've been thinking for a bit that I should do a video about this stuff because that second reaction was the majority and is dumber than heck
9 odpowiedzi 1 podany dalej 43 polubione -
W odpowiedzi do @joewintergreen
Like, with very few exceptions, if you can reach something from Blueprint that's where you should do it. It's not worse to do the easy thing
1 odpowiedź 4 podane dalej 37 polubionych -
W odpowiedzi do @joewintergreen
You do your stuff in Blueprint, properly, anyone can read it, modify it, hot recompile in 1 second, expand on it, replicate it, wtvr
1 odpowiedź 1 podany dalej 20 polubionych -
W odpowiedzi do @joewintergreen
You do the same stuff in code, you're gonna go slower (soz for tk) and in practical terms you're going to be the only one who can touch it
2 odpowiedzi 0 podanych dalej 14 polubionych -
W odpowiedzi do @joewintergreen
(Obviously the exception to every rule is "do all your shit the way you know how to do it quickly and reasonably well")
2 odpowiedzi 0 podanych dalej 21 polubionych -
W odpowiedzi do @joewintergreen
Perf difference? Negligible af. If you're bottlenecked on game code in a 3D game you already pooped the bed, it doesn't matter which bed
5 odpowiedzi 3 podane dalej 37 polubionych -
W odpowiedzi do @joewintergreen
We get a lot of side eyes and judgement for making our 3D platformer
@BillieBustUp purely in blueprint, but hey, it works great for us, to me that’s all that matters2 odpowiedzi 1 podany dalej 14 polubionych -
I understand for speed/prototyping but do you plan on shipping without moving any heavy parts (ie raycasts etc) to code? Sounds risky if you're targeting consoles :p
2 odpowiedzi 0 podanych dalej 0 polubionych -
W odpowiedzi do to @calvinatorr@KatieBlueprint i jeszcze
Consoles aren’t risky, they’re the opposite. If you know everything runs at target fps on your dev kits, it’ll run at the same in users’ homes. So if you hit target fps using BP only, no need to move anything to code.
1 odpowiedź 0 podanych dalej 2 polubione
I think I worded what I meant wrong, risky isn't the word to use. The point I just wanted to get across is profile on consoles, you'll see a much larger impact. But yes of course actually developing for consoles is safer I don't dispute that :)
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W odpowiedzi do to @calvinatorr@JKashaar i jeszcze
Touches on a big part of my point really - it's not risky because it's not mysterious. You can see how much everything costs.
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