Druid Mechanics is a game development community centered on Unreal Engine and C++.


Druid Mechanics

Get the new course: www.udemy.com/course/unreal-engine-5-dedicated-ser…

$9.99 coupon is good for 5 days!

4 months ago | [YT] | 13

Druid Mechanics

We've created new coupons! Get the new UE5 Blueprint course for $9.99!!! This coupon is good for 4 days, and after that, the price starts going up and won't be this low again, even on Udemy sales!

Course Coupon Link, 4 days left at $9.99: www.udemy.com/course/ue5-ultimate-bp-course/?coupo…


Happy Dev'ing, all!
Stephen

8 months ago | [YT] | 22

Druid Mechanics

I'm proud to announce that the new UE5 Blueprint course is LIVE!!! If you haven't checked out the promo video, check it out! This is the most exciting course I've created so far.

Here's a discount link for the best price: www.udemy.com/course/ue5-ultimate-bp-course/?coupo…

8 months ago | [YT] | 73

Druid Mechanics

Exciting news everyone - my new Unreal Engine 5 book is published!!!

This topic is so important I felt the need to write this book, as it's something that all of us - from beginners to experienced developers - struggle with: Unreal Engine collision.

A huge number of problems I see both here in the Druid Mechanics Discord Community as well as elsewhere on the internet are collision related. Collision settings are often just something we fumble through until things start to work. Bugs are evasive and difficult to pinpoint when it comes to tracking down incorrect collision settings. Developers often don't realize that their game's collision is horribly unoptimized and detracting from their overall frame rate.

What we all needed, including me, was a definitive guide. The collision framework needed to be laid out concisely, so that there is no more confusion when it comes to what exactly is happening with our collision data. We needed a set of standards and best practices so we no longer have to fumble through settings, but rather to organize our project's data and conventions so everyone is on the same page and no collision interactions occur behind our backs, consuming precious resources.

Learn:
* To always know the collision outcome based on settings, and that this differs depending on how objects are moved
* Whether objects use the physics system or query system, and how to optimize by only enabling what you need
* Why creating custom collision channels should be done sparingly, and why custom collision profiles should be used generously
* Why setting *Collision Presets* to *Custom...* is a habit you should get out of
* What types of collision interactions result from objects colliding based on their profiles
* How to filter out collisions at the broad phase of collision filtering rather than after collisions are registered such as by casting
* How to use the numerous query functions and how they differ, including line and shape traces and overlap queries

This book lays out the Unreal Engine collision framework, and outlines best practices that you should be following in your game projects. It warns against bad habits - even some I am guilty of myself - and why those should be avoided.

I highly recommend this book for everyone - beginners to advanced developers - may it serve as a useful resource on your shelf!
I will be giving a live talk about the Unreal Engine collision framework and demonstrating some of the concepts in the book, so watch for an announcement on that, and make sure not to miss it!
The book is in full color, available in paperback, hardcover, eBook form on Kindle, and audiobook form on Audible!



Unreal Engine 5 Collision Essentials - Stephen Ulibarri
Search for it on Amazon, Kindle, and Audible!


Get your copy today!!!

11 months ago | [YT] | 86