Dorizzdt
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dorizzdt.bsky.social
Dorizzdt
@dorizzdt.bsky.social
I just scream into the digital pillow called "x" about AI, Game Dev & UI Platforms.

Now:
A Unreal Engine C++ Dev

Prev:
.NET Prod Manager for Microsoft.
It writes adequate automation tests but generates excessive fallback code and false positives.

For example, it could test '2+2=4' but fails to make variables dynamic despite clear prompts.

The constant oversight is frustrating, so It ended up with me writing the code manually.
7/7
August 26, 2025 at 4:04 AM
Conclusion:
Claude works well with .NET, Unity, React, and UnoPlatform with heavy oversight and good prompts. With Unreal Engine, it struggles, likely due to EULA/TOS restrictions on source code access and inconsistent documentation.
6/7
August 26, 2025 at 4:04 AM
- Used construction events over 'BeginPlay', causing Editor load performance issues.
- Struggled with class/directory structures, creating duplicate code due to C++'s .h/.cpp split.

5/7
August 26, 2025 at 4:04 AM
- Wrote poor C++ code, confusing CPU/GPU-bound tasks, causing thread issues and risky pointer usage.
- Produced excessive fallback code, leading to logic bugs.
- Couldn't verify HSIM instances, relying solely on logs.
- Failed to isolate hitches or traces, guessing or deferring to me.
4/7
August 26, 2025 at 4:04 AM
Results:
- Generated bloated code, creating new tests per task failure.
- Relied on logs instead of #UE features like 'check' or 'ensure'.
- Cherry-picked log entries, skipping critical ones, and declared false positives as "success."
3/7
August 26, 2025 at 4:03 AM
It hyped me into believing my code was flawed and that it was smarter. It wasn't.

Performance:
- Used only C++ (no Blueprints; I don’t use them).
- No MCP included.
- Tasked it with writing headless automation tests for Unreal Engine to prove its claims.

2/7
August 26, 2025 at 4:03 AM
If I need a quick runtime mesh, Procedural Mesh is lighter. Same destination, two very different roads.

Final extra point. PCG mixed with these two you and up with some procedural generation pipeline free wins out of the box. Especially if graph-based dev is your thing.
5/5
August 22, 2025 at 4:30 PM
Procedural Mesh runs fast at runtime with low overhead. GDF has evaluation cost but integrates tightly with #UE geometry stack, giving you non-destructive edits.

Takeaway: if I need complex pipelines or reusable mesh edits, I’d reach for GDF now.
4/5
August 22, 2025 at 4:30 PM
Perfect for runtime cubes, planes, or simple extrudes.

Scope matters. GDF handles multi-step workflows: edit, weld, UV, bake, all chained. Procedural Mesh is leaner: one mesh at a time, less overhead, more direct control.

Performance feels split though.
3/5
August 22, 2025 at 4:30 PM
GDF I think is designed to be non-destructive geo pipeline. You drop mesh sources, add transform nodes, boolean subtracts, UV passes, then send the result out. It’s visual, graph-based, and can be reused or extended easily.

UProceduralMeshComponent is code-first. No graph, just data arrays
2/5
August 22, 2025 at 4:29 PM
The final grid has FGridCell structs with positions and Wang configs. The tile helper uses these to generate geo using 1x mesh that's pooled inside a ISM. It figures out floor/walls with proper housing joints (floor insets) to prevent z-fighting.
7/7
August 21, 2025 at 8:58 PM
Wang tile configs are calculated by checking 4 neighbors. Different departments = wall on that edge. This creates a 4-bit pattern (N=0x01, S=0x02, E=0x04, W=0x08) mapping to 16 possible tile types.
6/7
August 21, 2025 at 8:58 PM
Floating-point rooms get rasterized to integer grid cells. Each cell center is tested for containment. Isolated single cells are detected and merged with surrounding rooms to prevent weird pillars (but I've found to embrace this as it can also work as secret doors)

5/7
August 21, 2025 at 8:58 PM
Rooms get assigned to BSP leaf rooms by area percentage. Large Rooms span multiple connected rooms while some rooms might get a single space. The algorithm ensures target percentages are met.
4/7
August 21, 2025 at 8:58 PM
BSP splits happen at 30-70% of each dimension with ±0.3 unit random offsets. This creates organic irregularity like real offices where walls don't perfectly align across rooms, to give it a natural design feel.
3/7
August 21, 2025 at 8:58 PM
The Voronoi Helper creates office floor plans using BSP (Binary Space Partition) to make naturally misaligned
rooms. It takes dept specs like Room1 40%, Room2 30% and recursively splits space with random offsets.
2/7
August 21, 2025 at 8:58 PM
this is going down as the best tattoo i've seen in a very long while.

I am so tempted now to get this if my wife would let me. I was going for a barcode at the back of my neck like Hitman.. but being fat and lazy i'd just be Fatman.
January 8, 2025 at 2:14 AM