Unity vs UE5 + dev log update


ended up going with UE5 after the whole John Riccitiello fiasco...

currently learning c++ core with Blueprints 'as needed' ... figured I would try to fully learn how things are built from ground up... longest way around the mountain for sure but meeeh... why not.

hit a snag when getting into Behavior Trees and Skeletal Meshes with Animation Blueprints after about 50-100 units on screen. crazy drop in fps ... wanted to start trying Instance Static Meshes to try to 'flip-book' the animations but hit a small speed bump.

I'm thinking it would be better for me to fully know how to rig and animate 3d models to have more control over things and ultimately "The circle is now complete" as far as gamedevin goes : P

so i'm now learning Blender fully from the ground up (well a cube mesh) and it's going slow but going well. here's what i got so far:


it's supposed to be the start of a sheep . I know Cult of the Lamb came out with "THE" sheep protagonist but I've had a sheep protag idea in my head for decades now and I'm not going to let their (awesome) game stop me. 

anyway for the facial features I'm tryin to go for a flat 2d texture instead of trying to go the full 3d route ... i think I can get a bit more emotion out of the character(s) a bit quicker this way.

ended up redoing Aliro1 in UE5, taking a udemy c++ course, changing Aliro1 completely, then realizing I didn't know 100% fully my codebase so i yeeted the whole project and started over into a Rts-type system. Now that I have the codebase back fully 100% known and under control, I am turning this back into Aliro1 with a possible Rts controller somewhere along the way.

Hope you're having a great day.

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