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October 20, 2019
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Trent Polack's Comments

Comment In: [Blog - 01/25/2018 - 05:58]

1 The assets references are ...

1 The assets references are all the configs ever care about, and they 're never set directly from the editor so I just grab the path name and that 's all that needs to be done. I was using FStringAssetReference now FSoftObjectPath but I just discovered I never ended up ...

Comment In: [Blog - 01/23/2018 - 09:40]

That has the same functional ...

That has the same functional effect as appearing whenever you delete an asset though, yeah r n r nAlso: why are redirectors not automatically cleaned up and resolved upon completion of the process Or at least a reminder when redirectors need to be cleaned up. r n r nThough why ...

Comment In: [Blog - 01/04/2018 - 11:04]

I apologize for not seeing ...

I apologize for not seeing this earlier I never got an email for it. r n r nANYWAY. r n r nProcedural generation is a form of systems design, at least in my eyes. Procedurally-generated content has to follow a strict set of rules and systems in order to maintain ...

Comment In: [Blog - 07/28/2017 - 10:44]

Yeah, git-lfs is a lot ...

Yeah, git-lfs is a lot better now than it was when I first tried it it also supports file locking now. r n r nI Don 't plan on using git for the long-term, but until I get funding for my game, it 's the cheapest option that is actually ...

Comment In: [Blog - 06/26/2017 - 10:43]

In general, I 'd say ...

In general, I 'd say one thing: never put your life savings into a game. Unless you 're one of the most high-risk/high-reward sort of gambler. It 's a dangerous thing to do for a whole lot of reasons, and if it fails, it 'll sour you on games likely ...

Comment In: [Blog - 06/26/2017 - 11:24]

I 'd recommend the specific ...

I 'd recommend the specific use case where defaulting to zero is a bad idea: mass values. r n r nGo the Unreal Engine 4 route: r n r n define SMALL NUMBER 1.e-8f

Comment In: [Blog - 06/01/2017 - 03:38]

I 'm not going to ...

I 'm not going to link to any of my own blog posts because that feels, silly, but I think this is one of the only posts I 've ever read that explains my own emphasis on planning in design better than I think I could even do. Planning and, ...

Comment In: [Blog - 05/31/2017 - 09:43]

Thanks a lot lt 3 ...

Thanks a lot lt 3

Comment In: [Blog - 03/16/2017 - 06:18]

So, if someone gets blocked ...

So, if someone gets blocked on a task for whatever reason, we have them assign the @blocked label to a task, so that the production team can use their filter all @blocked to see instantly what tasks are blocked, so that we can resolve the blockers ASAP.

Comment In: [Blog - 02/07/2017 - 10:45]

Yeah, I totally hear where ...

Yeah, I totally hear where you 're coming from. I actually spent a lot of time going back and forth on this I decided on the pixel-perfect aiming for a few reasons: r n r n- For one thing, it 's not true pixel-perfect aim. What I mean is that ...

[More Trent Polack Comments]