Archives de catégorie : Utilitaires

Unreal Engine Tips – Engine Migration troubleshooting

While working on the game Front Line Zero with the METATEK game developement studio, I’ve used the Unreal Engine 4 game engine for some years now.

I’d like to share some knowledge about the pitfalls and neat tricks I got to discover under the form of short, easily-readable blog posts.

Today’s topic : some tips on how to migrate a project from an older version of the engine to a newer one (and what were the encountered issues).

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Unreal Engine Tips – Understanding svn+ssh, then not using it

While working on the game Front Line Zero with the METATEK game developement studio, I’ve used the Unreal Engine 4 game engine for some years now.

I’d like to share some knowledge about the pitfalls and neat tricks I got to discover under the form of short, easily-readable blog posts.

Today’s topic : how to integrate SVN over SSH in an Unreal Engine 4 project, and ultimately why we walked away from SSH.

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Coercing Assimp into reading OBJ PBR materials

These days, I’m trying to import 3D models exported as Wavefront OBJ files in my Vulkan renderer. In order to achieve that effortlessly (kinda), I’m using the very good Assimp (pun not intended) library.

It kinda works well if you stick to a « traditional Blinn-Phong » lighting pipeline (also known as « prehistoric lighting » 😉 ), with ambient/diffuse/specular components and so on. Everything is there. Things become trickier if you try to bring PBR into the mix, with roughness, metallic and ambient occlusion maps for example.

What parameters should you use in Assimp to read those values ? What texture type should be used in order to import those maps ? Turns out it’s not as easy as one would think, because support on both the Wavefront OBJ specification and Assimp is just not there.

So I had to cheat a little, let me explain how !

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Unreal Engine Tips – Bake a Material to Render Target

While working on the game Front Line Zero with the METATEK game developement studio, I’ve used the Unreal Engine 4 game engine for some years now.

I’d like to share some knowledge about the pitfalls and neat tricks I got to discover under the form of short, easily-readable blog posts.

Today’s topic : how to create an utility that draws the result of a material into a render target asset in the Unreal editor.

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How to run shell files FROM WITHin visual studio

I had a problem recently : my scripting experience coming mostly from Linux, I’m much more used to shell scripts than .bat scripts. And despite working on Windows, I still prefer using shell script language mostly for human factors reasons (I find batch syntax ugly and frankly impossible to understand and/or remember).

But contrary to the Linux world, a shell executable (also known as sh.exe, or any other flavor like Bash or Zsh to name a few) is not installed by default on a Windows. You have to install it yourself and do a bunch of wiring so that shell files are automatically executed by the shell executable using some kind of fake Unix environment (Cygwin is a good example).

My problem of the day is one of yet another kind…

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UNREAL ENGINE TIPS – C++ BITFLAGS ENUMS

While working on the game Front Line Zero with the METATEK game developement studio, I’ve used the Unreal Engine 4 game engine for some years now.

I’d like to share some knowledge about the pitfalls and neat tricks I got to discover under the form of short, easily-readable blog posts.

Today’s topic : how to make a C++ enum that displays as an editable bit flags value in the editor.

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Unreal Engine Tips – Playing random animations

While working on the game Front Line Zero with the METATEK game developement studio, I’ve used the Unreal Engine 4 game engine for some years now.

I’d like to share some knowledge about the pitfalls and neat tricks I got to discover under the form of short, easily-readable blog posts.

Today’s topic : how to play a random animation from a predefined list.

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Ubuntu, CMake, gdb, Eclipse et… Doctor Who

#RetirezMoiPhotoshop
#RetirezMoiPhotoshop

J’ai rencontré l’autre jour un problème qui s’est avéré assez compliqué alors que je cherchais à faire un truc simple à la base : je voulais ouvrir un projet de code C++ généré par CMake dans l’éditeur Eclipse et pouvoir le déboguer avec le débogueur inclus dans Eclipse. Sauf que bien sûr ça ne fonctionnait pas…

Et je me suis par la suite rendu compte qu’il ne s’agissait pas seulement d’un problème d’Eclipse mais que tous les logiciels utilisés à côté avaient également, à des degrés divers, leur part de responsabilité. Ou quand les logiciels se liguent pour faire chier au maximum !

Cet article est en rédaction depuis un moment, mais quel meilleur moment qu’aujourd’hui pour le publier puisque s’organise ce Dimanche à Lyon le Doctor Who Day ? Considérons donc qu’il s’agira de ma maigre participation vu qu’exceptionnellement, cet article sera narré (à grand renfort de gifs) par des acteurs de la série Doctor Who.

Bon, déjà que c’est un article au sujet extrêmement technique de base, pas sûr que l’on comprenne encore bien le problème de base ou la solution à y apporter, mais au moins une chose est sûre: cet article sera unique. Et c’était très amusant à écrire.

C’est parti. 🙂

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