Showing only posts by Jonathan Hale. Show all posts.

UE4 Coding: Speeding up Compilation

There was one thing that always frustrated me alot in the beginning of development with Unreal Engine 4: It was the compile times, especially those for iterating on your game. But it turns out that, if you stick to a couple of key principles, they are manageable after all.

Posted on in misc. Tags: ue4, c++.

UE4 Coding: Decoupling for Better Code

In the past year of UE4 development, I had problems figuring out how to structure my game code: where to put game logic code to keep it readable/maintainable, testable and reusable. This blog post summarizes what I and my fellow developers have learnt as I finally feel confident with my understanding.

Posted on in misc. Tags: ue4, c++.

Blendfile: Get String IDProperty

So, this took me while to figure out, so I want to share it. blendfile.py is a one-file module in blender/2.7x/addons/io_blend_utils/blend/ for reading and writing blend files. This can be especially useful if you require only one or two properties of the file: Now …

Posted on in misc. updated archived Tags: blender, python.

Vhite Rabbit

Hello everybody!

Once again it has been ages since by last post. Literally.

Two posts ago, I posted about Vhite Rabbit. And here again, some shameless promotion!

I am working on a in house game engine and a demo for it. Everything virtual reality. I have a small team of …

You find that these functions are slow. That's normal.

From: https://www.opengl.org/wiki/Common_Mistakes#glGetFloatv_glGetBooleanv_glGetDoublev_glGetIntegerv

I am sorry, Oculus. But I’m not going to use you SDK Rendering and will invest another 30-60 hrs trying to replicate the ovr distortion myself.

Oculus SDK OpenGL Rendering saves most states of gl twice every frame. I didn’t …

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