UE4 - list blueprint assets by type

I'm busy working on a project in unreal lately, and ran into the desire to enumerate a list of blueprint assets from a folder. This post has a simple solution.

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PROJECT CEDAR DEV#3

Continued, A short dev post about a tiny stealth game in http://pico-8.com.

For something I'm just slowly making for fun on the side of my side-side projects it has been fun to isolate scope so heavily. Here's a short update of how it's going.

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PROJECT CEDAR DEV#2

Continued, A short dev post about a tiny stealth game in http://pico-8.com.

I had a short break from working on this, while waiting for pico-8 0.1.4. In the meantime I had finished blocking in all the details of the narrative and how that all ties together. I planned a lot of levels on paper and graphed out some ideas for overall structure, and I've done a lot of other stuff that would spoil things if I posted about them at the moment.

Here's a less spoilery, vague, outdated graph diagram before I talk a bit about what I've been doing here.

project cedar graph outdated graph diagram

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PROJECT CEDAR DEV#1

As mentioned, I am making a small stealth game in http://pico-8.com.

I've made quite a bit of progress today so here is a short gif. I now have all the systems in place, and can move on to finishing out the levels and narrative, and higher level ideas. Read more below for the gif and more info.

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PROJECT CEDAR

Making a small stealth game in http://pico-8.com.

You should check out pico-8, it's really great.

projectcedar

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Understanding Realtime Multiplayer

An article I wrote about understanding realtime multiplayer. Includes theory, plenty of links and diagrams and includes a working demo on github written in HTML5 with client and server for 1 vs 1 realtime multiplayer.

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L-systems and procedural generation

L-systems are a generation system that uses a simple descriptor to define fractal patterns that can be useful for many things, like trees, streets and more. This post goes over the way they look and how they work.

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Pathing excursions

I enjoy messing with path finding algorithms and finding interesting ways to obtain the results, this is about a few more recent attempts.

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