표정 작업중입니다
생각보다 시간 많이 잡아먹고 있네요
스팀 등록도 늦어지고있고 8월은 작업말고 다른걸로 시간 까먹고 있는거같습니다.
미리 미리 좀 해둘걸
생각보다 시간 많이 잡아먹고 있네요
스팀 등록도 늦어지고있고 8월은 작업말고 다른걸로 시간 까먹고 있는거같습니다.
미리 미리 좀 해둘걸
모션도 바꿔야하고 찌르기 모션도 넣어야하고
모델링 개선 버전도 적용해야하고
할게 너무 많아요
언리얼 레벨작업전에 그림으로 스케치하다가 너무 조잡한 룩에 현타가 와서 그냥 툴을 만들어 버렸습니다
이걸 게임에 쓰려는건 아니고 그냥 레벨 배치전에 전체적인 동선이나 랜드마크 배치용 입니다
익스포트해서 바닥에 깔아 놓고 레벨 작업하던가 빠른 동선 초벌 설계를 위해 쓰는것이지 게임 맵데이터로 쓰지는 않습니다.
https://mapedit.pages.dev 에서 테스트 가능하며
로그인 필요 없이 테스트 그리고 로컬 저장 브라우저 저장 가능 하며
구글로그인시 서버 저장도 됩니다.
(별도 권한 요청은 없습니다. 그냥 로그인 간편화를 위해 사용)
I used Codex to build meme, a private image board designed to host attachment images with minimal cloud costs.
Just to avoid any confusion, I updated the post with a bit more context.
This setup is intended for serving images that exceed the free R2 storage quota while staying on the free plan.
The free Workers plan is limited to 100,000 requests per day. If billing is enabled, requests beyond that will incur charges. Otherwise, the service will simply stop handling requests.
If your images fit within the free R2 storage quota, I’d recommend just using R2 instead. It’s the simpler option.
The architecture combines two resources:
Cloudflare Workers and D1 handle Google authentication, uploads, search, metadata, user isolation, and administration. The original image files remain on the NAS.
The key component is Workers Cache, which Cloudflare released this month. Image requests pass through the Storage Worker’s public gateway and then into a cached Media entrypoint.
On a cache hit, Cloudflare returns the image without invoking the Media Worker code or contacting my NAS. Only cache misses travel through Workers VPC and Cloudflare Tunnel to the Docker container inside my home network.
On a cache hit, the cached image is served directly from Cloudflare’s cache, so only cache misses need to contact my NAS through Workers VPC and Cloudflare Tunnel.
This allows Cloudflare to serve frequently requested attachment images while my home equipment primarily provides storage and handles occasional cache misses. It also avoids opening a public port on my home router.
You may be wondering why I did not simply use R2. The main reason is the limited storage included in its free tier. I already had plenty of unused storage at home, so instead of paying for additional cloud storage, I went through the admittedly more complicated process of connecting a NAS through Workers VPC and Cloudflare Tunnel.
Using R2 would certainly be simpler. However, working around its free storage limit was what made this architecture interesting to build.
Workers Cache does not have a separate cache-storage fee, although requests still count toward the standard Workers Free plan limits. The goal is not unlimited free hosting, but practical attachment hosting with minimal cloud costs for a personal project.
Codex helped me build the application, authentication, caching architecture, GitHub Actions deployments, administrative tools, tests, and documentation.
Repository: https://github.com/octopus7/meme
A small warning: the repository is not currently organized as a beginner-friendly or turnkey installation package. It reflects my own environment and deployment process, so please treat it primarily as an architectural and implementation reference.
The ship models, textures, ocean normal map, and UI were all generated with Codex.
GitHub repo coming soon.
Built in UE 5.7
Every asset was modeled through Blender MCP. Codex handled the road network, railway layout, textures, train movement along the tracks, crossing-gate behavior, and all of the code.
I continued developing the city-generation system from my previous post: [link]
The GitHub repository is also available here:
https://github.com/octopus7/SolCity
Youtube Video link (GitHub repository included):
I’ve been working on a small city-builder prototype called Sol City in Unreal Engine 5.7.
A ReproductionGuide is included for anyone who wants to recreate the project.
The guide was initially planned in Korean and then written in English, so I recommend reviewing the plan carefully before asking the model to implement it.
The goal was to create a peaceful, colorful city inspired by anime backgrounds, with cats as the citizens. Rather than placing everything on a simple grid, the city is generated from irregular arterial roads, a collector loop, curved local streets, and buildings distributed around the resulting road network.
Current features include:
Procedurally generated roads, districts, lots, and varied building masses
Three authored FBX buildings mixed into the procedural skyline
Spline-based roads with junction meshes to hide seams
A UE Landscape with a carved riverbed and animated water
A custom-modeled bridge with piers, railings, and pedestrian areas
Autonomous cars using a directed lane graph
Traffic lights and basic vehicle-following behavior
Cat citizens walking on a separate sidewalk network
City-builder camera controls with panning, rotation, and long-range zoom
Bright anime-inspired textures and blue ambient skylight for readable shadows
I used Codex Sol(High) for the Unreal C++ implementation and Blender MCP to create and revise the cats, cars, road pieces, bridge, trees, and other FBX assets directly in Blender. The source .blend files, FBXs, preview renders, and Unreal import scripts are all kept as part of the project workflow.
It’s still a prototype, so the next areas I’d like to improve are building variety, road connectivity, traffic behavior, riverbanks, and the overall city-builder gameplay layer.
I’d appreciate feedback on the procedural layout, visual direction, and which system would be most interesting to expand next.
https://github.com/octopus7/SolCity
The GitHub repository is public, so feel free to check it out!
Feel free to fork it!
I went through a ton of trial and error, so I kept tearing everything down and starting from scratch. This was from about a year ago
The initial work took about two weeks using 5.5. I’m continuing development with Terra on 5.6 now.
Sol takes so long to reason through things that I’m hesitant to use it regularly, so I mainly save it for more complex tasks like designing combat AI. For everyday work, I use Terra.
Any advice from other UE5 developers would be appreciated.
I tested out UE5’s Chaos Destruction feature.
I’m making a game in Unreal Engine 5.7. It’s on hold for now, but I’ll probably pick it back up someday.
Trinity school swimsuits are so good.
I used a mix of Multiresolution and Dyntopo for the vertex painting, and after vertex-painting the eyes, I baked them back into a texture.
I figured showing the wireframe would be easier to understand than explaining it, so I made a video.
Azusa Sailor Dress
I modeled and painted it in Nomad Sculpt.
With iPad Pro(M4)