The Game Dev Cave
The Game Dev Cave
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  • Просмотров 2 212 265
Object ref vs class ref
The Different types of References are a point of confusion with a lot of new unreal engine users. Soft/hard references? objects and classes? Today we'll take a look at the blue Object references and the purple Class references. What both of them do, and how to use them.
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Просмотров: 276

Видео

Distance Fields - Unreal Material Course #12
Просмотров 3359 часов назад
In this series we'll go over all the important info you need to know to properly get started with unreal engine's material system! Watch the full course here on patreon : www.patreon.com/posts/unreal-engine-103568300 Or here for youtube members : ruclips.net/video/Ocdd7rvDNec/видео.html Join the discord for any help you need! : discord.gg/24cdJBP Join this channel to get access to perks: ruclip...
Fresnel - Unreal Material Course #11
Просмотров 30414 часов назад
In this series we'll go over all the important info you need to know to properly get started with unreal engine's material system! Watch the full course here on patreon : www.patreon.com/posts/unreal-engine-103568300 Or here for youtube members : ruclips.net/video/Ocdd7rvDNec/видео.html Join the discord for any help you need! : discord.gg/24cdJBP Join this channel to get access to perks: ruclip...
Unreal Engine : Outlines WITHOUT Post Processing
Просмотров 83921 час назад
Cartoony games usually require some sort of outlines around your characters, environments and a whole bunch of other objects. A while ago i made a video on a post processing effect to do this with. Today, let's take a look at a somewhat cleaner, if not more expensive way to get outlines. Project file downloads: RUclips members: ruclips.net/user/postUgkxpGiDObHo0SqSdQJSZPb1gY-qNlXyfhsi Patreons:...
Sine and Time In Materials - Unreal Material Course #10
Просмотров 276День назад
In this series we'll go over all the important info you need to know to properly get started with unreal engine's material system! Watch the full course here on patreon : www.patreon.com/posts/unreal-engine-103568300 Or here for youtube members : ruclips.net/video/Ocdd7rvDNec/видео.html Join the discord for any help you need! : discord.gg/24cdJBP Join this channel to get access to perks: ruclip...
Height Lerp - Unreal Material Course #9
Просмотров 403День назад
In this series we'll go over all the important info you need to know to properly get started with unreal engine's material system! Watch the full course here on patreon : www.patreon.com/posts/unreal-engine-103568300 Or here for youtube members : ruclips.net/video/Ocdd7rvDNec/видео.html Join the discord for any help you need! : discord.gg/24cdJBP Join this channel to get access to perks: ruclip...
Custom Primitive Data -- Unreal Material Course #8
Просмотров 38714 дней назад
In this series we'll go over all the important info you need to know to properly get started with unreal engine's material system! Watch the full course here on patreon : www.patreon.com/posts/unreal-engine-103568300 Or here for youtube members : ruclips.net/video/Ocdd7rvDNec/видео.html Join the discord for any help you need! : discord.gg/24cdJBP Join this channel to get access to perks: ruclip...
Inventory Course : Bonus video - Replacing drag drop with Clicking
Просмотров 34314 дней назад
Many of our games will require some sort of inventory system! And let me tell you, there are too many ways to count to make something like that but today, lets take a look at how you can get started on building your own inventory system! Bonus Episode: www.patreon.com/posts/intenvory-bonus-100356841 ruclips.net/video/TKCzpJ kdo/видео.html Finished Course Project files : www.patreon.com/posts/in...
Material Functions - Unreal Material Course #7
Просмотров 22214 дней назад
In this series we'll go over all the important info you need to know to properly get started with unreal engine's material system! Watch the full course here on patreon : www.patreon.com/posts/unreal-engine-103568300 Or here for youtube members : ruclips.net/video/Ocdd7rvDNec/видео.html Join the discord for any help you need! : discord.gg/24cdJBP Join this channel to get access to perks: ruclip...
PLEASE just use CASTING
Просмотров 7 тыс.21 день назад
PLEASE just use CASTING
I Worked on This Bossfight for 3 MONTHS! Here is the Result...
Просмотров 52821 день назад
I Worked on This Bossfight for 3 MONTHS! Here is the Result...
Material Param Collections - - Unreal Material Course #6
Просмотров 19921 день назад
Material Param Collections - - Unreal Material Course #6
Unreal Save Slot Meta Data - Showing Save Slot Data Before Loading
Просмотров 25728 дней назад
Unreal Save Slot Meta Data - Showing Save Slot Data Before Loading
Vertex Colors - Unreal Material Course #5
Просмотров 40628 дней назад
Vertex Colors - Unreal Material Course #5
Material Instances - Unreal Material Course #4
Просмотров 476Месяц назад
Material Instances - Unreal Material Course #4
How to make Multiple Save Slots in Unreal
Просмотров 546Месяц назад
How to make Multiple Save Slots in Unreal
Unreal Materials : Clamp, Lerp and If - Unreal Material Course #3
Просмотров 320Месяц назад
Unreal Materials : Clamp, Lerp and If - Unreal Material Course #3
Explaining Material MATH (it's not that scary, don't worry) - Unreal Material Course #2
Просмотров 499Месяц назад
Explaining Material MATH (it's not that scary, don't worry) - Unreal Material Course #2
Render Camera to Texture in Unreal Engine
Просмотров 546Месяц назад
Render Camera to Texture in Unreal Engine
Explaining Unreal Material Outputs - Unreal Material Course #1
Просмотров 452Месяц назад
Explaining Unreal Material Outputs - Unreal Material Course #1
Unreal engine Inventory Course - FREE Full Course
Просмотров 1,8 тыс.Месяц назад
Unreal engine Inventory Course - FREE Full Course
Unreal's new AUTO Retargeter is MAGIC
Просмотров 478Месяц назад
Unreal's new AUTO Retargeter is MAGIC
I Spent 12 HOURS Developing My Game and THIS is What Happened...
Просмотров 524Месяц назад
I Spent 12 HOURS Developing My Game and THIS is What Happened...
Modular Control Rigs Make Rigging RIDICULOUSLY EASY in unreal 5.4
Просмотров 1,5 тыс.Месяц назад
Modular Control Rigs Make Rigging RIDICULOUSLY EASY in unreal 5.4
Nanite Displacement Tessellation in Unreal 5.4 is INSANE
Просмотров 1,9 тыс.Месяц назад
Nanite Displacement Tessellation in Unreal 5.4 is INSANE
Unreal Engine JUST made Animation blending TOO EASY
Просмотров 3,9 тыс.Месяц назад
Unreal Engine JUST made Animation blending TOO EASY
Unreal Inventory System Course - #12 Shop Buying and Selling
Просмотров 470Месяц назад
Unreal Inventory System Course - #12 Shop Buying and Selling
Using Video Textures in Unreal Engine
Просмотров 4892 месяца назад
Using Video Textures in Unreal Engine
Unreal Inventory System Course - #11 Shop Interface
Просмотров 3302 месяца назад
Unreal Inventory System Course - #11 Shop Interface
Unreal Inventory System Course - #10 Chests
Просмотров 3362 месяца назад
Unreal Inventory System Course - #10 Chests

Комментарии

  • @dougwarner59
    @dougwarner59 4 часа назад

    I am not sure I thoroughly understand what you are saying. If an object exists in memory and you perform a "successful" cast (hard cast) it will have no ill effects because the object is already loaded into memory. that makes sense, but the part that confuses me is why is it bad to have a Cast just laying around, you could have as many cast as you want and there will be no negative side effects because it is already loaded in memory...unless each cast actually creates a copy of the object it is casting to in memory. Each time you cast you have to create memory big enough to hold the object. If so, that's probably the reason casting is bad. And should be done as little as possible, such as in begin play.

  • @MaraldBes
    @MaraldBes 6 часов назад

    thx, useful for sure.. (pls highpass your audio before upload to avoid the keystrokes sub frequencies destorying my woofers)

  • @incendas
    @incendas 6 часов назад

    I'm having trouble getting the inSight / inAttackRange checks to work apparently due to the Physics.CheckSphere functions and possibly the masks (otherwise everything is working well). Does this still work in the newest versions of Unity? It looks like the layer mask (playerLayer here) is actually ignored according to the documentation, not checked, and that OverlapSphere checks the specified layer mask rather than CheckSphere

  • @lslees_6192
    @lslees_6192 8 часов назад

    super useful thanks!

  • @Livililla23
    @Livililla23 8 часов назад

    She still doesn’t move. But could it be because I imported my sim and not a normal object?

  • @wildbard4112
    @wildbard4112 10 часов назад

    I'm trying to understand the block tag part. I have it set up where the enemy has a damage player effect class and the target blocked tag is player. Invincible, so whenever the player receives damage they get a short time of invincibility. But my player still takes damage for some reason. The invincibility ability class even has block abilities tag event.damage.

  • @littlemanul
    @littlemanul 17 часов назад

    Question: would you recommend substance painter, or are other options like Mixer also good as free alternatives? I know painter is the best software for texturing but with the price and their TOS there are a lot of problems...

    • @thegamedevcave
      @thegamedevcave 17 часов назад

      it is the best software that i am aware of. Mixer seems pretty good for the most part though as a free alternative. As far as their TOS goes, it's worth double checking yourself (in case you haven't yet) what subtance's TOS says. there's been a lot of bad stuff coming out around adobe's TOS but as far as i understand that's centered around the creative cloud package mostly. It's entirely possible that substance operates under another TOS. (you can just straight up buy it on steam for instance, which isn't possible with other CC applications, so i imagine there might be more differences.) Now, even if the TOS for substance isn't as batshit insane as the rest of CC, of course it's worth considering if you want to give adobe money or not. If you're working professionally, maybe look into mixer if you want to avoid adobe. If you're working just on personal projects... I mean i would never advocate for anything illegal... but i hear sailing the high seas is rather pleasant this time of year...

  • @GLITCHFISH_35
    @GLITCHFISH_35 День назад

    Hi! I'm just starting to learn how to create games and I had a question in the video "How to Make Circular Progress bars in Unreal Engine (Round HP bars)." I can't figure out how to get blueprint to read the game data and show it. Could you share a link to a video where this is explained in detail?

  • @GLITCHFISH_35
    @GLITCHFISH_35 День назад

    Hello!I'm just starting to learn how to create games and I can't figure out how to get blueprint to read game data and show it. Could you share a link to a video where this is explained in detail?

    • @thegamedevcave
      @thegamedevcave 18 часов назад

      might be worth your time looking through my unreal basics course playlist to get a decent grasp on fundamentals first :) ruclips.net/p/PLoReGgpfex3x295NSo3hZD6Ylq6hPqdz8

    • @GLITCHFISH_35
      @GLITCHFISH_35 18 часов назад

      @@thegamedevcave Thanks

  • @kmtsvetanov
    @kmtsvetanov День назад

    Can Distance Fields be used to safe CPU or GPU resource? I'm looking for a resource optimization series

    • @thegamedevcave
      @thegamedevcave День назад

      very much depends on what youre trying to save on honestly. As so often with optimization, context is key. there usually isn't a single "make it better" button. but in general distance fields are fairy well in gpu performance yeah. You optimization will often come from limiting draw calls, not so much from optimizing a few nodes and functions inside a single material. (within reason)

  • @4TacocaT4
    @4TacocaT4 День назад

    can u pleas make a video how to rotate the brid when its falling down <3

  • @RV-bc9yi
    @RV-bc9yi День назад

    Hum, hum Thanks for this video! My character keeps falling. Should the BP be in the persistent or in their levels?

    • @thegamedevcave
      @thegamedevcave День назад

      player character probably best to be persistent

    • @RV-bc9yi
      @RV-bc9yi 20 часов назад

      @@thegamedevcave Ok, ok it's my bad, i forgot check "Make Visible After Load" in BP Level !

  • @riccardosantorsola5528
    @riccardosantorsola5528 День назад

    thank you ! really helpfull ! How could you reuse the same bluprint to make other copy of it?

  • @muneebhero1159
    @muneebhero1159 День назад

    Keep it up ❤

  • @inc0derDev
    @inc0derDev День назад

    Gameplay Tags are great but they're so much more work compared to Actor Tags, especially for smaller games. It's weird I have to add a variable to every actor that needs a tag, then if I don't want to cast everytime I need to check if an actor has a gameplay tag from another actor then I need to make an interface and attatch it to every actor that has them. I think sometimes an Actor Tag is a simpler and more viable solution, but mostly for smaller games, I would never use Actor tags for large games. Anyway just adding my 2 cents, you did a great video covering the basics.

    • @thegamedevcave
      @thegamedevcave День назад

      yeah they can be a bit of a handful to work with, i still think for a lot of things it's very much worth it to do but only for things that are reoccurring on a project wide basis. If one actor just needs to tag another actor as something which nobody else cares about, just using actor tags makes way more sense as i understand (I dont really use them much myself). And when/if using GAS, that will pretty much make your whole workflow centered around gameplay tags (which can be great, but also frustrating at times)

  • @EHLarson
    @EHLarson 2 дня назад

    Outstanding, Gorka. Thankfully you didn't end up on the GTA map. Congratulations on reaching 100,000!

  • @charlesscholton5252
    @charlesscholton5252 2 дня назад

    I have been using event graphs, where are you putting the main tower controller logic at? Since that is code shared between all instances of a tower? You just sort of rushed over that at the start of the video and I am a bit confused. Seems like every child gets its own fresh empty event graph.

    • @thegamedevcave
      @thegamedevcave 2 дня назад

      that's what the child blueprints do, it takes all the code from the parent and also runs it/ has acces to it. so you dont see it in the event graph, but it's still running. Try it, make an actor and hook a print string node up to the event tick, then make a child bluerint of it and add nothing to it's event graph. if you put the child blueprint into your level you'll note that it does a print string every frame. That is because the parent blueprint's code is doing that.

  • @Rivermans_Studio82
    @Rivermans_Studio82 2 дня назад

    I'm having a problem. When I move the spline it doesn't update unless I change something in the details panel or undo. Is this a problem with me running UE 5.4? Great tutorial though!

    • @thegamedevcave
      @thegamedevcave 2 дня назад

      might be because the mobility of the actor is set to static, i remember having some people having an issue with that at some point.

  • @wildbard4112
    @wildbard4112 2 дня назад

    Is it possible to create an upgrade system with this?

  • @herogamesstudio
    @herogamesstudio 2 дня назад

    Thank you very very much. One and single video on yt that helped me to make that Camera Shake replicated!

  • @Jensonian18
    @Jensonian18 2 дня назад

    Great tutorial! Is there a way to set up the ik but with more than 3 bones? I have a mermaid with a tail that has like 6 bones and couldn't figure out how to go about setting that up in the UE control rig

    • @thegamedevcave
      @thegamedevcave 2 дня назад

      I believe there is a node called "simple IK" which lets you put in the first and last bone of the chain instead, i think that should work with longer chains of bones too for something like a tail :)

    • @Jensonian18
      @Jensonian18 2 дня назад

      @@thegamedevcave Thank you! That is what I was looking for. Though I think I might have found a better solution using the distribute rotation. I think that might behave more tail like

    • @thegamedevcave
      @thegamedevcave День назад

      @@Jensonian18 that's actually a really good idea !

  • @noname_2108
    @noname_2108 3 дня назад

    that compiler hits are just amazing, how tf does he know so much

  • @chewiebrownie
    @chewiebrownie 3 дня назад

    Thank you

  • @thierrymoreels2735
    @thierrymoreels2735 3 дня назад

    offcors EU is crap anyway

  • @muneebhero1159
    @muneebhero1159 3 дня назад

    Hey , how can I make it stop for a few seconds please 🥺🥺🥺🥺

  • @miau_carina
    @miau_carina 4 дня назад

    Wait… at pose position has Skeleton??? My version 4.0 doesn’t have it. How did you manage to get that one? Or did I miss?

  • @RonnieBanerjee007
    @RonnieBanerjee007 4 дня назад

    Great descriptive video!

  • @dragondev2617
    @dragondev2617 4 дня назад

    Fresnel is a very useful and simple Node, thank you

  • @ethanjdev
    @ethanjdev 4 дня назад

    Thanks for this awesome walkthrough!! I like your flow of just stopping and explaining the details of something or showing why another thing won't work. Very easy to follow :)

  • @Lilium___
    @Lilium___ 4 дня назад

    Great series! One issue I have is about runtime variables like durability. You can add the max durability to the data asset, but you can't set the current durability as well, as its shared by all instances of that data asset. I could add them to the inventory struct, but then I would lose the inheritance advantage and every item would have something like durability. Do you have an idea, how you can add runtime data like current magazine ammo, durability, etc. to a data asset driven inventory, that still keeps the inherited structure ?

    • @thegamedevcave
      @thegamedevcave 4 дня назад

      yeah, dont try to edit anything about the data asset itself while data aseets can be changed on runtime, you should really treat them as assets, not just blueprints, you wouldn't try to change data about a static mesh for instance either, same goes for data assets. instead metadata like that should go into the itemslot. i'm working on a followup series that'll include some metadata stuff like durability. For something like durability speficailly, i'd probably just put that as a variable on the slot itself. and disable it when it hold an item doesn't have durability. For other kinds of metadata i'm working on setting up a ssytem that uses custom Objects that can hold any amount of data of functions you want :)

    • @Lilium___
      @Lilium___ 3 дня назад

      ​@@thegamedevcave I'm looking forward to your video about it. For now I'm trying an approach using a blueprint of type object, which also has the usual inheritance set up (item -> equipment -> weapon). The object has an attribute for the data asset and the equipment has an attribute for durability and the inventory struct has the object instead of the data asset. Feels a bit clunky too though, and I'm not sure if I'll get issues with that approach later. Like I already noticed, but both my approach and probably yours too has an issue with metadata for each item of the stack, as it saves metadata for the full stack and not one item. If you have something like a health potion with multiple uses but also stackable, I'm not sure how it would work with either approach .. besides making them non stackable to begin with, or move the one that does not have all uses left to a new slot and make it unstackable :/

    • @thegamedevcave
      @thegamedevcave 3 дня назад

      @@Lilium___ i can't think of many games where items with metadata are stackable in an inventory system honestly. Probably for this exact reason. an item slot usually is just a reference to an item with a number telling you how many of that item there are. if each item needs to actually be it's own individual thing, each slot needs to turn into an array instead. But i also dont think you'll want to do that because if each item in a stack is unique, how does a user interact with a specific item in that stack? If items have different behaviour, it's probably better for the user too if they don't stack so they can acces "potion that heals 50 health" speratly from " potion that heals 100 health" . combing those within 1 stack will probably lead to game design issues rather than programming issues. which is why i dont think you see this type of unique item stacking that much in games.

    • @Lilium___
      @Lilium___ 3 дня назад

      @@thegamedevcave Yeah I think that's what it comes down to in the end. I've seen some games that let you stack weapons with full durability, but then again you can only equip one weapon (and not a stack), so the metadata of the stack will never be updated, only one item at a time, when its equipped. Having an array of metadata, one for each item of the stack can solve that, but as you mentioned that can be very clunky for the user. Technically if you have a cake that can be eaten 6 times, you can make it stackable and just subtract one after every 6th use. But good luck implementing that without making the whole system clunky. Thanks for the input, I'll stay with non-stackable items with metadata, otherwise it will just get too complex for almost no gain.

  • @Fin_therian
    @Fin_therian 4 дня назад

    I only have the re-generate rig

  • @musgi998
    @musgi998 4 дня назад

    Doesnt using the blackboard option in the wait node makes it use that value and not the one in the outliner.? Or am i missing somthing

    • @thegamedevcave
      @thegamedevcave 4 дня назад

      you're 100% right. i kind of did a shit job explaining what i needed here. what i was looking for wasn't just a waiting node from blackboard time (because yeah, that already exists thankfully) but more or less an async wait node. Something that counts up in the background while the rest of the tree is allowed to keep running and then after X amount of time flips a bool (or in this case actually an enum value) so the tree starts to run the other branches, until the timer rolls over again, at which point it'll switch back :)

  • @vangard8689
    @vangard8689 5 дней назад

    Name app

  • @IDKm1324
    @IDKm1324 5 дней назад

    CRL A does nothing

  • @devinbrasher6752
    @devinbrasher6752 6 дней назад

    You skipped promoting the LevelToLoad to a variable.

  • @HITI_
    @HITI_ 6 дней назад

    Nice vid but use different music next time (trust me)

    • @svendkorsgaard9599
      @svendkorsgaard9599 6 дней назад

      I like the music. What's wrong with it?

    • @HITI_
      @HITI_ 6 дней назад

      ​​@@svendkorsgaard9599 its a bit too common and overused. For allot of people it may seem lazy and that kinda ruins the vibe of the video. But do whatever you want if you happy with the results.😁

  • @sami444L
    @sami444L 6 дней назад

    Thanks for this

  • @hamitkeles8885
    @hamitkeles8885 6 дней назад

    You are a hero... thanks.😃

  • @wofkwengel
    @wofkwengel 6 дней назад

    The reason cubes have issues with outlines has nothing to do with polycount, It's simply because they have hard edges. Also you don't need to program anything in blueprints to put outlines on a character, you can put it straight in the skeletal mesh asset.

    • @thegamedevcave
      @thegamedevcave 6 дней назад

      as you can see in the video itself, higher poly count will make the displacement smoother. yeah it is because of hard edges, but adding more geometry, even if just flat faces (while not great to do, definitely don't' subdivide it like 10x of course), does help solve the issue. I'd recommend you try it yourself, try importing a simple low poly cube, add the material and then add simple subdivisions to it and see the difference. I'm pretty sure it's to do with the vertex normal. when the cube's faces onto have 2 tringles each, the vertex normals point straight up, perpendicular to the face, but when there are more tringles on a flat face like that, the vertices on the edges have their normal pointing out diagonally, meaning that the offset is done diagonally which prevents the taring issue. you of course don't HAVE to make specific components to display outlines but if you're going to have a LOT of meshes in your game that all need outlines anyway, you really dont want to give every single one of them their own overlay material, that's just tedious, much easier to just make a component for it once and have it all done automatically.

    • @wofkwengel
      @wofkwengel 6 дней назад

      @@thegamedevcave Subdividing usually also smooths edges in addition to just adding divisions. The smooth edges are the thing that fixes the issue, not the polycount. For the character I was talking about adding the outline to the skeletal mesh in the content browser, so that anywhere you use it, it would have the outlines by default. To me that's super comfortable

    • @thegamedevcave
      @thegamedevcave 6 дней назад

      that's the thing though, in the example i give in this video i specifically use linear subdivision, so the actual edges stay sharp... for the character, yeah that is true, but still that's for every character in your game, if you have like 100+ characters in total, setting up the component like this (even more so when it comes to the static meshes), will save a bit of tedious busywork. Of course, in no way required to do it that way, and if you're just adding it to 1 character there's no need to bother with it, but otherwise, why make things more time consuming on yourself?

    • @wofkwengel
      @wofkwengel 6 дней назад

      ​@@thegamedevcave I'm not talking about the shape of the model, I'm talking about the edge type. You can experiment with this in a modeling software like Maya. It lets you select edges and determine whether they're soft or sharp. When importing a model, UE interprets hard edges as being disconnected from one another. It's interesting, look into it! For assigning a material on multiple assets you can select them in your content browser, right click > Asset actions > Edit selection in property matrix.

  • @noushinpourmirza3054
    @noushinpourmirza3054 7 дней назад

    Amazing job. You made my day. Thank you for this useful video

  • @gherat
    @gherat 7 дней назад

    “You now have a full control rig for character animation” 😂

  • @lagman6661
    @lagman6661 7 дней назад

    Hello, I'am attempting to use commit ability but it is not functioning properly. When my stamina cost is 20, I'am still able to use whatever ability even though I set the cost class. Please Help!

  • @GewoonEenNick
    @GewoonEenNick 7 дней назад

    wow! this is exactly what i wanted thanks!

  • @dimachibisov7456
    @dimachibisov7456 7 дней назад

    God bless you good man=)))

  • @MCA-GK
    @MCA-GK 7 дней назад

    ruclips.net/video/4-a8QZIf1Dc/видео.htmlsi=rfzzFOKVut9e6v8H You just copied the unreal university channel method 😂

    • @thegamedevcave
      @thegamedevcave 7 дней назад

      there are only so many ways to do it, this is the most straightforward way, i dont doubt there are dozens of people that made videos showing this method.. i recorded this video like a month ago anyway, so just nice timing that we both uploaded this around the same time i guess?

    • @MCA-GK
      @MCA-GK 7 дней назад

      @@thegamedevcave This is simple but performance cost and also two extra draw call one for overly material and the other one for internal mesh I used the @codelikeme channel video which is in post process

    • @thegamedevcave
      @thegamedevcave 7 дней назад

      yeah it uses up a lot of extra drawcalls, so it's not exactly ideal in that regard. depends on a lot of factors but this is the same basic technique that has been used since the PS2 era for a lot of games. so altogether, it's not THAT big a deal i'd say. Post processing is generally probably cheaper to do though, but is not as consistent in the thickness out the lines.

    • @Grimstrike
      @Grimstrike 7 дней назад

      @@thegamedevcave Just because it's one more draw call, doesn't mean the method is inferior to postprocess ones, entirely depends on the project and frame budgets, there's no 'one correct way' of doing something usually. I personally really like this method (since this is exactly the visuals one of my projects were looking for), so thank you for the well-made tutorial, don't doubt the majority of viewers are appreciative of all the diverse solutions provided.

    • @thegamedevcave
      @thegamedevcave 7 дней назад

      to be fair it's not just one one draw call, it's one more draw call PER mesh, which can add up quickly so it is something to be mindful of, but overall it does end up looking better than post processing in my opinion and while those extra draw calls might end up adding up to form some performance impact, usually saving draw calls in other ways when possible is probably worth it do be able to use this method :) There's up and down sides to each method for any desired results, this one is the same, just gotta be aware of those and see if they fit the usecase! I'm glad you found it helpful for yours!

  • @4nth365
    @4nth365 7 дней назад

    pole position

  • @EternityUnknown
    @EternityUnknown 7 дней назад

    Lol. If that's AI, then broccoli is a meat.

    • @thegamedevcave
      @thegamedevcave 7 дней назад

      All this chat gpt stuff has warped the meaning of "ai" a lot... 😅