
Ex-Administradora do Discord em PT de @FortniteGame, criadora de Addons @Minecraft e Desenvolvedora. Sou Autista, Gosto de Tecnologia, Ciência e Matemática
São Paulo, Brasil
Joined October 2016
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Oopa, bem vindo ao meu Twitter :D
Aqui é o lugar que eu comento publicações, compartilho coisas, converso com a galera e dou minha opinião sobre vários assuntos.
Abaixo possui mais algumas coisas sobre mim, mas sinta-se livre pra me perguntar algo a mais se quiser :3
Sprintermax retweeted
This 25-year-old Verser still writes code the old fashion way...
Introducing... VerseBoy! 🎮
A highly accurate Game Boy emulator written in UE6's future programming language, Verse. It runs both standalone (using Python as the display) and right inside Fortnite using #UEFN! 🧵
After years, Epic FINALLY fixed the total playtime count being clamped to max 10k hours displayed on the launcher.
The new launcher shows the accurate value now. Mine is almost 50k hours, and yours?
#EpicGamesLauncher #Fortnite
Epic still does not show the accurate time spent in games, capping the display at 10k hours on launcher.
Currently I have ~47k hours of Fortnite Playtime (~5.4 years)
Also, Epic stopped tracking UEFN (Fortnite_Studio) years ago, so that one is not accurate anymore.
#Fortnite
Sprintermax retweeted
can't wait to have my 3 rotating A/B video thumbnails each with 3 A/B video edits and 3 A/B video titles surely the viewer will prefer one of those 27 combinations and we will reach maximum viewer engagement
Verse is now officially recognized as a language syntax by GitHub! 🎉
After 16 months of back-and-forth with GitHub Linguist, I finally made it happen (with a big thank you to @Sprintermax as well!).
#Verse @TimSweeneyEpic #UEFN
Sprintermax retweeted
I don't think any of my creations or contributions compare to this.
Revin, rolling into a lake near you.
Sprintermax retweeted
Create something because you love, have passion and want to see an idea becoming alive. If you focus only on money aspects you will be a lot stressed and will lose the passion over time. Not only with Fortnite, this also applies to basically anything.
Less annoying than I thought, could have been worse...
I just wonder how would be for people with slower storages or internet speeds... Having the "pre-download cosmetics" added back is a fair concern tho
With v41.20, ALL cosmetic types are now streamed.
There is still no option to pre-download streamed assets.
(via @unrealhybrid)
Sprintermax retweeted
Made some progress on the water simulation for my relaxing sandbox game 🌳🏡Island Architect🏡🌳
I added some proper shading finally, and performance is much better, with a priority system for what to update each frame.
In the video you can see how it reacts to terrain edits.
My personal opinion is that I don't care about visual x text scripting and I am fine with the text only. But I know many people love the visual aspects and how it helps beginners undestand the "flow" of the logic.
So, I think will be possible to create plugins for making it work
Hey Everyone. Our aim is to ship Early Access for UE6 by the end of 2027 and Blueprints will be supported in Early Access and the initial UE6 releases, but deprecated in the future.
Deprecation will mean a feature continues to be available without improvements, then is eventually removed. This timeline will be clearly communicated along with ways to migrate projects to Verse.
We recognize the value that Blueprints brought to UE4 and 5, but we strongly believe that Verse will become a more powerful and capable way to create game logic. We’ve already seen both experienced and new programmers create amazing things with Verse that would be challenging to do with Blueprints.
More details and conversations from us around this to come as UE6 Early Access approaches.
The new Deproject/Project functions are AMAZING!
(Intended for usage with the Virtual Pointer, but useful without it too).
For example, now you can get the player screen sizes, both in centimeters (directly returned by the API), or in Pixels (with some additional math)!
Today's Tyger Byte is a demo of a basic implementation of the new virtual pointer.
There are a lot of cool possibilities with this and the great part about it is it works on mouse/controller and touch screens!
#UEFN



























