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Mitch Mitchell

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    Mitch Mitchell

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  1. Mitch Mitchell

    What movie is this?

    Good luck!
  2. Mitch Mitchell

    What movie is this?

    Yeah, that's why I went with Colditz
  3. Mitch Mitchell

    What movie is this?

    It's Damian Lewis (I think, gotta love that jawline), so...Band of Brothers?
  4. Mitch Mitchell

    What movie is this?

    Colditz?
  5. Mitch Mitchell

    What movie is this?

    looks like a tv movie
  6. Mitch Mitchell

    UE4 and Blender - BSP style is a must

    I think I see your point. Perhaps it is an irrational number, perhaps not. But it is not precise when working with a grid and if a level editor is using BSP or a polygon modelling tool, can create a knock on effect. Drop a cube into a level, knock out the interior space to make a house, add a roof, door, windows etc and before you know it, even though you are working to a grid, you got problems. Then you create a fabrication to make a row of houses and oh boy, look where we are heading.
  7. Mitch Mitchell

    UE4 and Blender - BSP style is a must

    The below text is from a citation in that wiki link I posted you, and opens the section of code in the Q3 code that solves the square root of calculating a 32-bit floating point number: What I guess 2DChris was saying is that this problem cannot be solved without brute force in real time without massive overhead, unless that hexadecimal (0x5f3759df) is used. What I'm getting at is very simple: I don't care about this when building. It's 2018 and all game engines can have editing without it as they work in a pre-runtime universe.
  8. Mitch Mitchell

    UE4 and Blender - BSP style is a must

    I guess it does make one think that UE4's code in this regard is a tad 'old'. Light leaks are certainly annoying, especially when you find it is because static mesh A, has a gap next to static mesh B; the width of a cigarette paper. Both static meshes have identical dimensions and were placed in the scene next to one another, yet, somehow one has a position expressed with an irrational number, hence the leak. As far as I can tell from reading the backstory to this, the problem does have a brute force solution, but back in the early days of computer graphics, doing this was too demanding computationally. 90's developers used a mathematical 'hack' instead. https://en.wikipedia.org/wiki/Fast_inverse_square_root I just want a solver that removes all of the irrational numbers in a scene/level/map, not the actual methodology of doing the calculations, but just pre-runtime building/lighting in the editor. I appreciate that runtime will give all manner of endlessly weird and fantastic numbers to give fast real-time graphics, but not when working the environment.
  9. Mitch Mitchell

    What movie is this?

    Congrats! And yes it goes without saying you need to see it. It drips and oozes quality with every frame.
  10. Mitch Mitchell

    UE4 and Blender - BSP style is a must

    That old chestnut? I thought JC allegedly solved that in the Quake code. That is still a problem? Good lord, just "ban" certain numbers, and please write a fixer/solver to auto-snap everything so there are no irrational numbers - oh, and whilst in the meeting room eating doughnuts, tell them to allow for rotational snapping as well. When I hit CTRL+End, I want the irrational angle removed, too. 15 degrees, not 15.00000154121254884516515465449...makes my head figuratively explode.
  11. Mitch Mitchell

    UE4 and Blender - BSP style is a must

    Citation needed...
  12. Mitch Mitchell

    UE4 and Blender - BSP style is a must

    https://assetstore.unity.com/packages/tools/modeling/probuilder-111418 I might be totally wrong, but it's in the asset store, not the core engine. This makes it a FoC plugin/tool, but I will defer to the collective understanding of what 'it' is and what the definition is. If this makes it included in the base code albeit in an 'optional download' form, then fine - but I do think Unity haven't actually incorporated it into the code of the base engine...yet. As for Sketchup Pro, they are certainly gaining some ground for asset creation - you thinking Epic should sharpen pencils and take note of the UX/UI from Sketchup; or other aspects of Sketchup? I have to admit, I am not the biggest fan, but would be a fool to ignore what these guys are doing.
  13. Mitch Mitchell

    UE4 and Blender - BSP style is a must

    ...and that is really the hub of what the OP is having issues with, and was my original answer. Two disciplines. Two jobs. Two roles. ONE tool in UE4. If someone is working solo, then they can't in truth deliver AAA modelling inside (and only inside) UE4. Epic seem to be moving in the direction of Cryengine Designer, which would offer AA+ (possibly even AAA) final modelling. What UE4 needs is a modelling tool with the base simplicity of a level design tool allowing for edge, face, vertex manipulation. This is what is in CryEngine as a standard, whilst Unity has probuilder as a sort of plugin, which although is fine and useable/malleable - is still a plugin and not part of the base code of the engine (if I'm wrong on this, someone please correct me, I'm looking at the beta right now, so that might be my honest mistake). Now, they (Epic) already have got neat tools like datasmith for import/export loop, now (it appears) they are more focused for the remainder of this year and Q1/H1 '19 on the core engine. Epic can do it.
  14. Mitch Mitchell

    What movie is this?

    The "Maltese Falcon" very close guess by Pericolos0 should have been the biggest hint, plus, the bolding of the word Detective was more than enough - but I'll play. This film is famous for having one of the most intriguing and debated unsolved crimes in it, so much so, it is debated in colleges studying films and movies as a thought exercise. There are people who have made diagrams, spreadsheets and even made it their entire thesis to move through the topic. Famous movie. Based on a famous book. Written by a famous author. Directed by a famous director. Starring two of the most famous Hollywood actors and actresses, ever. I'll close by saying it would be an understatement to say it was genre defining, and even "Breaking Bad" writer-director Vince Gilligan used its cinematography in "Breaking Bad", and "Better Call Saul" albeit; in color.
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