Devlog · tag
caves
2 entries tagged “caves”.
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Downwind
Street litter in Unreal Engine 5.8 that blows with the live wind speed and direction and stops against the kerb, a write_graph_dsl call that silently wrote nothing because an IsValid macro sat mid-function, an otter that looked invisible in PIE because the capture camera was inside the riverbank, a salmon texture that came out grey and flat and a Python hash() seed that changed every run, NPC schedules that differ by day of the week, and virtual shadow maps that drew no shadows in PIE.
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Reachable
Thirty collectible treasures in an Unreal Engine 5.8 cave that the player could never reach because every one sat past a sealed choke and two were inside stalagmites, street litter bins placed by script hanging 40 cm over the kerb on diagonal roads, pickup money in a World Partition level that would respawn when its cell reloaded, a robin material whose Custom node lerp kept only the red channel and rendered the patch grey, and an NPC that gives way at the kerb only to actors tagged Vehicle.