Alex Stevens

147 Followers
84 Following
22 Posts

Software Engineer/Co-Founder @ The Orphanage

Working on Fossil Diggers VR
#VirtualReality; #UnrealEngine

Prev:

- Evangelist @ Epic Games

- Engineer @ Bondi Labs

LocationBrisbane, Australia

My Serialization Best Practices and Techniques talk from #UnrealFestANZ is up! It covers serialization magic that JustWorks™, versioning, compression, architecture, etc. GitHub sample included!

Also, follow me to hear when my #EnhancedSaveGameSystem plugin for #UnrealEngine is released.

https://dev.epicgames.com/community/learning/talks-and-demos/4ORW/unreal-engine-serialization-best-practices-and-techniques

Serialization Best Practices and Techniques | Talks and demos

Are you developing a game with a story or persistent progress? Join this session to learn the best practices and techniques for implementing a save game...

Epic Developer Community

Had a blast talking about serializing save games and seeing many of you last week at Unreal Fest Gold Coast!

Even got in some sneaky climbing at Pages Pinnacle 🧗‍♂️

#GameDev #UnrealEngine

Let's get nerdy about #UnrealEngine in the Experts in Residence rooms (111 + 112) at #GCAP23!

Book me here on Tue from 2pm – 5pm and Wed 9am – 1.30pm.
https://app.meettomatch.com/gcap2023/people/details/MjA2MTY0Njg/

GCAP 2023: Empower | Login

I don’t understand the attraction of being able to talk to computers using breezy casual conversational language; I’ve been telling these little digital bastards what to do for decades using extremely precise formalised language and they still get it wrong

Had a blast talking about serializing save games and seeing many of you last week at Unreal Fest Gold Coast!

Even got in some sneaky climbing at Pages Pinnacle 🧗‍♂️

#GameDev #UnrealEngine

Have implemented optional minimum and maximum runtimes for each task, just in case a project using the plugin has other jobs getting dumped into that final frame sync idle (and also if a game is game thread bound instead of render thread bound).

Next job... multithreading the serialization (some actors have interface events exposed to BPs, fun!)

Tasks are as follows:
1. Spawning of 1000 actors distributed over 4 frames
2. Serialisation of 1000 actors over 2 frames

Tasks finish halfway through frame 2090, and we're back to full idle on 2091.

And the results for a few of the frames (straight after a savegame and level load).

Been optimising my save game system in #UE5, and saw an opportunity to abuse a render fence to saturate the idling game thread with tasks *without* hitching.

#UnrealEngine #GameDev

I need some time to reflect on this abuse.

#UEHax #UEDev