I make games, write software, create music, design electronics, write blog posts, and more. Here is where you can read about all the stuff I do, plus tutorials and probably some rants about stuff.
I’ve been working on a few projects, including:
A pseudo-MMO shooter like Warframe or Destiny, but designed for a federated server architecture.
An open-world adventure game that takes inspiration from games like Breath of the Wild, Monster Hunter, and FFXV, among others.
apps.trashbyte.io, where i’ve decided to put some of the little tools i’ve made. I recently added a day planner that’s been very helpful for me, and I plan to add more features to it over time (It uses local storage, no sign-in needed).
A royalty-free asset database for use in games, music production, or whatever else you want them for. I don’t have much to say about this one since it’s very early in development.
A plugin for Unreal Engine to create fully-procedural animations for quadruped skeletons. I plan to support parameterized limb configurations (attachments and segment lengths), several types of gaits, with dynamic blending between them (walk, amble, pace, trot, canter, transverse and rotary gallops, etc), specialized navmesh pathfinding to account for quadruped turning requirements and backpedalling, and more. It will be IK-based, not fully physics-based (sorry, it’s easier this way), but it will definitely support some kinds of physics interactions.
And certainly a few other things, too. If you want even more of me for some reason, you can follow me on cybre.space, or on twitter (less active). If you want to support me financially, you can pledge to my Patreon or donate through Ko-fi.
Welcome to part one of a 3-part series of tutorials on making custom Blueprint nodes in UE4. In part one, I’ll walk you through the creation of a Blueprint Library in C++. If you don’t know much about programming, don’t worry, it’s pretty simple! In later parts I’ll dive into the nitty gritty stuff, starting with defining custom “thunk” functions in order to properly handle wildcard parameters.