Leszek Godlewski's Blog
Engine programmer at Flying Wild Hog Kraków. Formerly an engine programmer at The Astronauts, a Linux porter and generalist programmer at Nordic Games and The Farm 51, respectively. Published titles include The Vanishing of Ethan Carter, Deadfall Adventures and Painkiller Hell & Damnation.
Privately a (non-belligerent) Linux fan and an enthusiast of airsoft, skiing and sailing.
Tweeting as @TheIneQuation.
The Vanishing of Ethan Carter, with its rich visuals and a graphics workload somewhat uncommon for Unreal Engine 4, has been a difficult case for attaining VR perf targets. This is a story of scraping off frame render time, microsecond by microsecond.
My job title at The Astronauts has been raising eyebrows since day one. "What will you be doing with a ready-made engine?" We have just finished The Vanishing of Ethan Carter for the Playstation 4, and trust me – I haven't been idle.
Here are some (of the less obvious) build system tricks I've collected in my just over a year of porting games to Linux: cutting down on iteration times, sanitizing the build environment and making the builds generally easier on the brain and the CPU.
Be it SDD attendees' BRIX Pros from Intel or homebrew SteamOS-based boxes, I expect many developers wanting to use one as a devkit. Here's how to easily deploy software to it and debug it remotely.
Leszek Godlewski's Comments
[Blog - 01/25/2018 - 05:58]
Regarding your FMechPartDataBase SerializationStructure struct ...
Regarding your FMechPartDataBase SerializationStructure struct - why use FNames instead of FSoftObjectPath/TSoftObjectPtr The latter would let you take advantage of the UI controls i.e. picking asset with the content browser etc. together with UI type safety. r n r nYour accessor macros will be ignored by UnrealHeaderTool it only does ...
[Blog - 10/21/2016 - 09:02]
You forgot to mention step ...
You forgot to mention step 6.5 go watch a movie and grab lunch while P4 reconciles offline work, because that 's not going to be quick. r n r nHonestly, I never understood the industry 's infatuation with P4. You 'd think that the exclusive checkout thing helps keeping binary ...
[Blog - 07/21/2016 - 04:53]
Ad. 1. That depends entirely ...
Ad. 1. That depends entirely on your game. The things in the .ini were disabled for the entire game, but there were features which were contextually triggered for instance, visions will have their fog far cull plane disabled, as the artifacts were too visible then . Ethan is a relatively ...
[Blog - 07/10/2015 - 02:51]
Yeah, for planar reflections you ...
Yeah, for planar reflections you need to re-render the entire scene. But you may be willing to make that trade-off, so it 'd be nice to have that option.
[Blog - 04/03/2014 - 01:19]
[Blog - 02/01/2014 - 11:46]
Whoa, I must admit I ...
Whoa, I must admit I did not know you can run screen like that. Thanks r n r nHowever, won 't that launch the game as downloaded from the depot The whole point of my article was to enable quick iteration - make changes, build, test, repeat. r n r ...