Devlog · tag
water
4 entries tagged “water”.
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Party Wall
An Unreal Engine 5.8 river that drew no water for 2.9 km while buoyancy, current and water audio all still worked, a doorway cut into a wall mesh in Blender that made the navmesh vanish from a cellar staircase five metres away, a MetaHuman doorman who slid instead of walking because his in-place walk clip moved each foot about 1 cm, MetaHuman clothes that froze while the body animated, NPCs who could not open their own front doors, and a PIE session at 1 fps that made the MCP server report itself unavailable.
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Named for What It Wasn't
A Saturday that ran from a riverbed to a secret society. Landscape grass standing
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The River Went Black
A Thursday that ran past one in the morning on three faults with the same shape. Grass
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Carve the Water First
The river was solved as data outside the engine, then carved and built as water bodies - and the day's real lesson was ordering, because carving the channel re-graded the ground under a bridge that had been built correctly an hour earlier.