Small team workflow for a source build of Unreal, aka “homemade UGS”
For large teams using a source build of Unreal, UnrealGameSync is a common method for distributing editor builds to non-coders, but it’s not a great fit for small indie teams.…
For large teams using a source build of Unreal, UnrealGameSync is a common method for distributing editor builds to non-coders, but it’s not a great fit for small indie teams.…
The sun is streaming in the window, and I have a very warm cat on my lap – so what better time to write about overheating? This post follows on…
I’m making an iOS game at the moment, the first time in ten years I’ve worked on mobile. I came across an unusual performance issue recently, which in hindsight would’ve…
Won’t run, and crashes the editor If trying to run Bridge from UE5 on Mac results in a) Bridge not starting and b) UE5 crashing, it’s the same issue Unreal…
A few years back I wrote Neatly replacing NavMesh with A* in UE4 and ever since I’ve had a vague notion that it’s probably gone wildly out-of-date. As it happens…
I’ve clocked up over 60hrs on Just Cause 3, and most of it is just gliding about with the wingsuit. There’s something very compelling about that calm beauty intersersed by…
As part of the International Festival for Business last week I helped out at Realspace’s VR hub in the Liverpool Science Centre. Realspace have recently set up, amongst other things…
Match details: join us tonight 20:00 BST (GMT+1), Steam has to be running, and change your download region to UK/Manchester. I’ll be hosting as ‘chrismcr’. Download the post-jam game here!…
Just over four years ago, for Ludum Dare 23, my friend Pete and I made a game called Escape in C++/OpenGL. The theme was ‘Tiny World’, which we chose to…
I’ve been working on a tile-based game recently, and I wanted to use A* for pathfinding (NavMesh is overkill, and not a great fit). I could’ve just written an A*…