I Tried 9 Design Paradigms in BLUEPRINTS

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КОМЕНТАРІ • 11

  • @ethanwasme4307
    @ethanwasme4307 7 місяців тому +2

    I can't wait to get back into programming, been doing a lot of level design lately... hopefully, I haven't forgotten too much lol

  • @christopherfrancique9912
    @christopherfrancique9912 3 місяці тому +1

    very insightful great work

  • @Zizimaza
    @Zizimaza 7 місяців тому +1

    Great video!

  • @sarahlynn7807
    @sarahlynn7807 6 місяців тому +1

    Interesting exploration.

  • @ThePsychoBlade
    @ThePsychoBlade 7 місяців тому +2

    Wow great video!

  • @Mireneye
    @Mireneye 7 місяців тому +1

    Happy to see someone pull out some tests on the perf of each. The BP VM is a mysterious beasts at times ^_ ^
    Watching it I feel as if the parameters of what makes something "concurrent" in BP wasn't really clear. As there were other pure functions that were also tagged as thread safe.
    Care to elaborate?

    • @polysiens
      @polysiens  7 місяців тому

      By concurrent I meant thread-safe, meaning it can run on any thread in your CPU. There was a bit of concurrency with functional, but the only reason I used it there is because I felt if you were going with a functional paradigm you effectively get thread safety for free because you are duplicating data and mutating outside of the function.

    • @gamertech4589
      @gamertech4589 7 місяців тому +1

      ​@@polysienscan you timestamp plz

    • @polysiens
      @polysiens  7 місяців тому

      @@gamertech4589 Just added it, thanks for reminding me 👍

  • @Adam-vg5yz
    @Adam-vg5yz 7 місяців тому +1

    Would you reccomend any of these blueprint methods over simply using the Gameplay Ability System?

    • @polysiens
      @polysiens  7 місяців тому +2

      I haven't worked much with GAS, but it seems like a nice system for abilities. If you are already familiar with it, it will probably do the work fine. One thing I would say to keep in mind is that it is a generalized solution, so there might be some performance overhead and might be overengineered solution for a game that just needs few abilities.