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.
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.
Although you can’t use the Steam DRM wrapper for Unity games, you can leverage a couple of methods of the Steamworks API to make basic DRM checking in your games. In this article I will talk about the techniques you can use and the errors to avoid.
One of the tricky part when working on a game development pipeline is dealing with the different units and coordinate systems of each platform. Thus I decided to write a series of articles as a memorandum about the different conventions in 3DS Max, Unity 3D and Unreal Engine.