Black Myth: Sobol Sequence - Random Enemy Spawning
A deep dive into quasi-random number generation, achieving low discrepancy distributed random enemy spawning in games
A deep dive into quasi-random number generation, achieving low discrepancy distributed random enemy spawning in games
You've learned how Blueprint compiles from nodes to bytecode. Here's what to explore next and how this knowledge empowers you as an Unreal developer.
Now you understand how Blueprint compiles. Want to create your own custom Blueprint types with special compilation rules? Here's how the extension system works.
Blueprint is slower than C++, but not for the reasons you might think. It's not the VM - it's the copying! Here's the real performance story.
Function calls in Blueprint bytecode are complex! Parameters need copying, return values need handling, and the stack needs managing. Here's how it all works.
Ever wondered what your compiled Blueprint actually looks like? Here's how to read the bytecode output and understand what your nodes became.
The compiler doesn't just translate your nodes - it optimizes them! Learn about the clever tricks that make your compiled Blueprint run faster.
The backend is where statements finally become executable bytecode. It's the final compiler stage that creates the actual instructions the VM will run.
Your Blueprint nodes can connect in complex ways, but they must execute in order. The DAG Scheduler turns your web of nodes into a linear execution list.
Before your nodes become bytecode, they become statements. Think of them as the intermediate language between visual nodes and machine code.