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Game Dev

Automated foot sync markers using animation modifiers in Unreal Engine

Posted on November 1, 2017 by Giuseppe
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Unreal Engine 4.16 introduced Animation Modifiers, a type of native blueprint class that enable users to apply a sequence of actions to an animation sequence or skeleton asset. In this article I will show you an example of animation modifier blueprint and a sample project which allows you to add foot sync markers and foot position curves to animation sequences.

Programming

Conditional breakpoints in Visual Studio

Posted on February 21, 2017 by Giuseppe
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How to set a conditional breakpoint in Visual Studio which is triggered when a string equals some value?

Game Dev

How to debug module-loading errors in Unreal Engine

Posted on February 9, 2017 by Giuseppe
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In this article I will show you how to use the GFlags tool to enable debug messages for Windows module loading. It can be useful when your Unreal Engine project fails to load some DLL module.

Computer Graphics

An introduction to shader derivative functions

Posted on January 9, 2017 by Giuseppe
10 Replies

In this article about shader derivative functions I will explain what they do and why they are so important. I’ll give you some details about hardware implementation and I’ll show some use examples. I will also discuss about branching and its implications on derivatives.

Game Dev

Ping 9999 in Unreal Engine’s Steam Session Searches

Posted on August 15, 2016 by Giuseppe
8 Replies

In this article I’m talking about the Steam Online Subsystem of the Unreal Engine. I’m focusing in particular on some issues with the ping values when searching for a steam session from a locally hosted game lobby. Code examples will be provided.

Computer Graphics | Maths

Normal Unpacking and Quantization Errors

Posted on May 11, 2016 by Giuseppe
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In this article I’m gonna talk about normal unpacking for unsigned 8 bit per channel normal maps. I will discuss in detail the difference between two different unpacking formulas and what they mean in term of quantization errors.

Uncategorized

pocket.gl: a webgl shader sandbox to embed in your pages

Posted on April 11, 2016 by Giuseppe
5 Replies

pocket.gl is an open source webgl shader sandbox fully customizable and embeddable

Game Dev

Custom Struct Serialization for Networking in Unreal Engine

Posted on March 19, 2016 by Giuseppe
1 Reply

Bandwidth optimization is very important in a multiplayer game. In this article I explain how to define your custom serialization logic to compress USTRUCT data in Unreal Engine.

Web Design

Take Care of the Admin Bar in your WordPress Theme

Posted on March 15, 2016 by Giuseppe
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In this article I will explain some methods to fix your theme layout when the Wordpress admin bar is visible. You can use pure CSS, HTML + CSS or PHP.

Game Dev

Everything you always wanted to know about Unreal Engine physics (but were afraid to ask)

Posted on January 24, 2016 by Giuseppe
26 Replies

An in depth analysis of Unreal Engine physics subsystem with a focus on substepping, a semi-fixed timestep model for physics simulations. In this article I’m showing sample code, an example project and a useful interactive graph displaying how substepping works at different frame rates.

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Giuseppe Portelli

Giuseppe Portelli

Hi, I'm Giuseppe, Ph.D. software engineer at 34BigThings, an indie game studio based in Turin, Italy. More info about me on my linkedin profile page.

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Recent Posts

  • Automated foot sync markers using animation modifiers in Unreal Engine
  • Conditional breakpoints in Visual Studio
  • How to debug module-loading errors in Unreal Engine
  • An introduction to shader derivative functions
  • Ping 9999 in Unreal Engine’s Steam Session Searches
  • Normal Unpacking and Quantization Errors
  • pocket.gl: a webgl shader sandbox to embed in your pages
  • Custom Struct Serialization for Networking in Unreal Engine
  • Take Care of the Admin Bar in your WordPress Theme
  • Everything you always wanted to know about Unreal Engine physics (but were afraid to ask)
  • Happy Holidays
  • Unity crash on Linux. Steam overlay issues on Mac OS X.
  • Steam DRM for Unity 3D Games
  • Managing Screen Resolution and Aspect Ratio in Unity 3D
  • A Simple Look-At Blueprint for Unreal Engine

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A blog dedicated to the Commodore Amiga

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A Clockwork Berry - created by Giuseppe Portelli - Turin - Italy