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Weapons and Data Tables

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It's been a while since a blog post on here, and a lot has been done with my project. In this post I'll be going over how weapon implementation works in my project. Covering topics including Data tables, memory management, networking logic and a practical examples of asset creation and implementation - the system in action.  Overview of the system A weapons system that allows for players to access 100s of weapons and weapon-specific abilities/actions, with an easy and fast implementation workflow. Unique challenges and requirements The system isn't overly complex (forgoing dual-wielding for example), but needs to meet some critical criteria: Use minimal RAM memory Support network replication Have minimal set up/dev time for new items Allow for easy management of 100s of items Items should have rich content (Item icon images, descriptors, granted abilities, animations, meshes and materials) Approach/Method Data Tables Data Tables are a core component to creating and managi...