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Laatste berichten

Importing CSV Data with Python

door Joram WesselsGeplaatst op februari 20, 2026februari 20, 2026Geen reacties

Taking an asset-centric approach to your game data (e.g. to support modding) can be really good for project organization, but it can also prevent you from having a good overview …

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Packaging for DLC or Demo Content

door Joram WesselsGeplaatst op februari 11, 2026februari 20, 2026Eén reactie

If you’re working on a demo for your game, you probably have some content that you don’t want to package into your demo build. At the same time, it would …

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Optimizing the Game Thread

door Joram WesselsGeplaatst op juni 15, 2024februari 13, 2026Geen reacties

The CPU has a lot to do. It runs animation, pathfinding, behavior trees, physics, Niagara, everything you scripted in blueprints, and much more. If stat unit is telling you that …

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Debugging a Packaged Build

door Joram WesselsGeplaatst op juni 12, 2024maart 24, 2025Geen reacties

You might be used to break pointing your C++ in Visual Studio or Rider (aka your IDE). As you might know, this is only possible because your IDE has “attached” …

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How to Rename the .exe

door Joram WesselsGeplaatst op juni 2, 2024maart 24, 2025Geen reacties

1) Rename the .uproject file. This will be the name of the folder in which the game data is stored (i.e. the AppData folder for shipping builds). 2) Rename the …

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Soft Pointers

door Joram WesselsGeplaatst op mei 28, 2024februari 13, 2026Eén reactie

Soft pointers and asynchronous loading allow you to better manage what assets are loaded into memory. Don’t waste your precious memory. Use soft pointers!

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Unreal’s “Bloat”

door Joram WesselsGeplaatst op mei 18, 2024februari 11, 2026Geen reacties

Unity and Godot devs often say Unreal is “bloated” (which to me always sounds like complaining about having too many features). So let’s take a deep dive.

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