sworderist.bsky.social
@sworderist.bsky.social
Do not take me for some turner of cheap tricks

https://gitlab.com/Falkenrath
Been grinding hard.
- navmesh gen
- on demand mesh update
- pathfinding
- avoidance (ORCA),
- basic automatic unstuck logic
#bevy #gamedev #NoAI
September 12, 2026 at 12:17 AM
I've switched over to #Bevy from UE5. Here is a generic pooling system and location checker to find free locations when activating a pooled entity.

I also have a new team project in the works, but can't share that yet.

#indiedev #gamedev

Also, someone please give me a job.
July 29, 2026 at 7:51 AM
Hey! Check out my submission for the @juniperdev.bsky.social Serious Game Jam sworderist.itch.io/themanwithth...

It's about El Sombreron, a leyenda from Latin America!

I worked quite hard on it #UE5 #gamedev
The Man With The Big Hat by sworderist, Gersemnios, uyecarly
Fend off El Sombreon with your own hat to keep your customers (and potential ones) safe!
sworderist.itch.io
June 26, 2026 at 11:22 AM
Last week I got Mass Entity working and can spawn an absolutely massive amount of entities.

This week I will implement marquee selection using 2D Hierarchical Spatial Hash Grid so I don't have to iterate over every single entity every time a player goes to select a unit.

#UE5 #GameDev #ECS
April 20, 2026 at 4:00 PM
In the past couple weeks I've been constantly reading about network determinism in RTS games. In case you don't know, most RTS games simulate individual unit state on each client in order to offload some overhead from the server.

#GameDev #Unreal
April 13, 2026 at 10:53 PM
Been too busy to post here, but work on my RTS has not stopped for a moment. Will update where I'm at in a later.

Also, last week I submitted my first game jam. Features I worked on were a Superliminal style object grab and perspective resize and 6DOF jetpack movement. #GameDev #IGDA
April 11, 2026 at 9:04 PM
Weekly Update: Created integration with State Tree logic and Ability System. Characters will use vision to find other characters that don't match the friendly Gameplay Tags, then move to and attack them using a Gameplay Ability with the option to select damage amount and types.

#UE5 #GameDev
March 20, 2026 at 7:58 PM
Playing around with replicated physics #UE5 #gamedev
March 18, 2026 at 10:19 PM
Features implemented this week: RTS style spawn buildings which are a requirement for the player to spawn a unit.

Also, State Tree NPC Behaviors. I created a State Tree that causes an NPC to flee to a tile out of sight of any player controlled pawn using EQS.

#gamedev #UE5
March 13, 2026 at 2:10 PM
This week was nothing but startup race conditions.
ᵐʸ ˢᵃⁿⁱᵗʸ ⁱˢ ⁱⁿ ᵃ ʳᵃᶜᵉ ᶜᵒⁿᵈⁱᵗⁱᵒⁿ
Everything in #UE5 multiplayer depends on network ownership, but making sure the client local version of an object is ready at the right time is a challenge.

#GameDev #Unreal
March 6, 2026 at 2:54 AM
Multiplayer session hosting and joining with an authentication wrapper created. RPCs and replication tested working!

Still need to integrate an actual platform for online services, like Steam, but I want to go back to building gameplay next week.

#Unreal #UE5 #GameDev
February 27, 2026 at 4:39 PM
#GAS handles a majority of the replication calls you would need normally. Saved me a lot of time which I spent creating a server/client setup. Also tinkered in Blender; made a wizard hat!

Next week: session management and gameplay loop management (waiting, start, progress, end)

#GameDev #Unreal
February 20, 2026 at 5:35 PM
Discourse around NPC behaviors has virtually disappeared since "AI" in video games has come to refer to generative AI. This is frustrating as it is the topic I find most interesting in #gamedev.

I think we need a different kind of nomenclature that governs non-player decision making systems.
February 19, 2026 at 6:57 PM
Refactored everything into separate plugins and got it all in separate repositories. Next week slowly adding replication while expanding GAS implementation #UE5
February 13, 2026 at 10:57 PM
In my effort to avoid visual scripting as much as possible i figured out how to use Gameplay Abilities and Effects using C++... I'm not sure it was worth it but at least now I understand how #GAS passes around the related instances. #UE5 #UnrealEngine #GameDev
February 3, 2026 at 9:10 AM
The problem with GetActorsInSelectionRect is the way it uses an actor's extents. Basically it gives you a hitbox at the most extreme ends of ANY components that are attached to that actor. Taking 50% of those extents is more accurate but I'm also looking into filtering components.

#UE5 #Unreal
January 27, 2026 at 9:09 PM
Built marquee selection into my RTS game using a recommended method only to find out that not only does everyone have problems with it, but even the sample RTS project Unreal includes has the exact problems everyone is complaining about. Not sure if box tracing from the camera is a better solution
January 26, 2026 at 11:20 PM
In the event that @jesawyer.bsky.social is secretly working on Pillars 3, I really hope he plans to let us fight the Concelhaut x Titan of Wael that was unleashed upon Eora by the Watcher (the canon ending to the Forgotten Sanctum, of course).
November 19, 2025 at 5:42 AM
@wigglewood.bsky.social i wonder if the genie ever found his hat
January 28, 2025 at 4:56 AM