▲ 6 r/blackholes+1 crossposts

I created a blackhole you tug around as a mechanic

I'm making a game with my friends called Astro Tanto. Space is full of trash and it's your job to clean it up!

I thought it would be fun to tug a blackhole and see what would happen. 🤔

u/daraand — 8 days ago

Gemini Code Assist "unable to connect", constantly overflows Rider.

I've enjoyed using Gemini Code Assist while working in Rider on Unreal projects. But boy, can you break it pretty quickly. A summary of the log:

 the IDE AI attempted a read_file tool call spanning line 1 to line 1,191. Reading a 1,200-line C++ file in one go instantly blew past Rider's C# IPC buffer limit, causing the plugin bridge to return "re":"endpoint not found" and kill the stream with nullnull.

Two seconds later, it tried to recover with a smaller read (lines 100–135), but because the socket connection had already dropped, it crashed again.

Any ideas? There's no real way around this from what I gather. I tried this in a brand new chat, tagging one file, and my gemini md with a general set of practices and principles (itself isn't too long).

Kind of lame really.

The only alternative it seems is to switch to the Antigravity chat within Rider and use that. For the curious: yes I have an enterprise google workspace account with Gemini Code Assist monthly; it was deprecated over the summer.

Feels like they're going to slowly let this one die for enterprise users soon too. Lame. It's quite handy.

reddit.com
u/daraand — 18 days ago
▲ 198 r/worldcup

So what happened to those giant flags they unfurled during marches?

It was one of my favorite parts of every match. Does anyone know what happens to the giant flags they unfurled now that the cup is done?

reddit.com
u/daraand — 3 months ago

Word from UnrealFest: Yes, no more support for visual scripting (eventually) in UE6. Be loud!

I am in a fortunate position in my career where I have been around too long and have lots of connections in the industry.

Yeah be loud. There are no plans for supporting any type of visual scripting in UE6, based on discussions with senior folks at Epic during UF.

Yeah that will be a disaster. Push back on it, because that's going to be ridiculous.

Also how awkward to share Expedition33, which used Blueprint heavily In its creation?

reddit.com
u/daraand — 4 months ago

Prices just a few hours before the game begins

I was randomly curious if prices would have dropped at all right before the game. Turns out, not really by any substantial amount! It looks like whomever, FIFA or Scalpers, are okay taking a loss on numerous seats. Damn...

u/daraand — 4 months ago
▲ 125 r/daddit

Did anyone here become early birds as you became a dad?

My kiddo got into sports (she’s six) early on and now we’re awake every weekend to be at practice by 6:30a.

Because of it, suddenly me and my wife have become… early birds! This is a dramatic change from the late night owl we used to be in college and even some of our 30s.

Now I’m in bed by 9?! But up right at the crack of dawn. And in many ways, I actually like it better. It does make my industry networking events and or client dinners tough. Eating at 7/8 is a miserable affair for me now.

That’s all. I’m just curious.

reddit.com
u/daraand — 4 months ago

I wrote this to a small team I've assembled for my next game and was thinking about "what do I like to see/do in BP?"

  • I tend to colorcode things:
    • Yellow - Upmost important (init, tick, begin play only)
      • Think cautionary, lots of important stuff that is potentially fragile happens here.
    • Green - The way the actor interacts with the world.
      • I call these "gates" for gameplay logic to enter the character.
      • Inputs, Collisions (yeah I know one of them isnt green here) etc. This is how the actor gets informed of stuff going on or has to respond
      • These tend to be very simple, with simple questions to get us into:
    • Grey - the grey matter of the actor! (get it?)
      • These are the important logic things. Once you're through the gate, you gotta figure things out, react, do all the complicate stuff. The "thinking" Grey.
    • Red - TODOs, Questions, or Help
      • Something that isn't done yet or, I need help on as I don't know the right path. Requires revisiting very soon.

Rarely I use blue, I haven't found a good reason for it yet. Maybe In Progress? That could be a good idea.

Other rules I like:

  • Try to Square things off. Noodles floating all around is silly. Having them squared off is easier to read
  • Have them lined up in logically makes sense. Inputs in one area, Interacting with the world, Collisions, all those logical groupings.
  • Once sorted, try and keep them sorted. That way everyone knows where to look when we open up the BP
  • It's ok to make a first best guess
    • Start monolithically, try and figure things out
    • Use comment blocks to psuedocode out ideas first before writing actual blueprint/code
  • Once I have to zoom out to -12 (middle mouse wheel out, top right you'll see -12) that is a sign that you need to break things into components now.
    • Up until then, I am still trying to figure things out
  • An event should try and do one thing
    • Break up events so you don't have super long chains. Each event or function tries to accomplish one thing
  • Always avoid Casting, force yourself to Interface and/or GetActorByTag
    • Blueprints are notorious for loading too much too quickly. eg. an old project of ours had a single shipping BP that loaded the entire Developers folder. Blueprints just quickly waterfall!
    • Building events as Interfaces forces you to figure out exactly how each actor should talk to each other, with as minimum data as possible. This leads me to:
  • An Actor is Responsible for Itself
    • Does Actor A have to tell Actor B  to move with a force or be destroyed? Actor A then sends an interface message to Actor B to forcefully move or die, and Actor B actually has the AddForce or Destroy events.
    • This makes it so if you're troubleshooting issues, you know if it's with a particular actor, it's within the logic of that Actor, and not scattered throughout BP.
  • Inherit as much as possible. Build parent actors that do most of what you want and then special sauce the inherited as you need.
    • eg the tools probably all pull from the same tool for general logic
  • Always turn off:
    • Tick Enabled at first on BP. Turn it on if you need of course. Disabling project wide causes weirdo issues though
    • Turn off Generate Overlaps at first. Same as the above, turn it on as you need.
  • No silent failures. Every Failed/etc (like cast failed) should result in a print string
  • Take advantage of functions not everything needs to be a event on the events graph
  • Use Categories on properties/functions to group things together
  • Leverage multiple event graphs grouped by functionality/use case when functions or macros will not work

----

Figured I'd share and see what you all think 😄

reddit.com
u/daraand — 5 months ago