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fixed a small grammar error
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_posts/2019-10-31-where-gods-go-to-die.html

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@@ -39,7 +39,7 @@ <h2>Knowing when to let your prototypes die</h2>
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<p>Back on the gameplay side of things, I had finally implemented the dash ability for the third time, this time a lot more optimised by using a delegate function that would get subscribed to the tick event for the duration of the dash, instead of having a boolean condition called every tick. The problem was, there wasn't any reason to optimise like this at this stage of development. There wasn't even any other abilities that had been implemented.</p>
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<div style='position:relative; padding-bottom:calc(56.25% + 44px)'><iframe src='https://gfycat.com/ifr/AlertQuickEnglishpointer' frameborder='0' scrolling='no' width='100%' height='100%' style='position:absolute;top:0;left:0;' allowfullscreen></iframe></div>
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<p>I tried to switch lanes and get progress in a different direction by trying out some postprocessing techniques. I wanted to see if it was possible to take the 3D model and render it in a pixelated form. After some research, a technique using the CustomDepth property could be used to only render the player character this way, and keep everything else rendered normally. I thought this was cool, but I wasn't completely happy with it. The end result looked more like a blurry mess rather than a pixel art beauty, and it was extremely jittery when any motion was introduced. I found that it wasn't half bad when the pixelisation strength was set pretty low, so I left it where it was to be returned to at a future point in time.</p>
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<p>I tried to switch lanes and get progress in a different direction by trying out some postprocessing techniques. I wanted to see if it was possible to take the 3D model and render it in a pixelated form. After some research, I found a technique using the CustomDepth property that could be used to only render the player character this way, and keep everything else rendered normally. I thought this was cool, but I wasn't completely happy with it. The end result looked more like a blurry mess rather than a pixel art beauty, and it was extremely jittery when any motion was introduced. I found that it wasn't half bad when the pixelisation strength was set pretty low, so I left it where it was to be returned to at a future point in time.</p>
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<p>At this point, I felt I was comfortable enough with C++ in UE4 to make an attempt at integrating GAS. After lots of source code digging and reading user-created documentation, I finally had everything set up but it just.. didn't do anything? I was getting caught up in the details again, and I felt that I needed to create all these classes and do all this set up, but I wasn't actually getting anything playable out. </p>
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