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Evening the Terrain & the construction of Road Infrastructure | UE5 Devlog

In this devlog, I continue shaping Kazuhara Resort by evening out the terrain and building its road infrastructure in Unreal Engine 5. The focus is on preparing the ground and creating routes that connect the resort’s different areas. I showcase the Flatten and Smooth tools to level uneven surfaces and soften transitions, the Ramp tool to connect different elevations, and the Landscape Paint tool…

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Dynamic Multi-Level Loading in GDevelop (Without Duplicating Scenes)

If you’re building a multi-level game in GDevelop, you do not need a separate scene for every stage. There’s a pattern using global variables and external layouts that keeps your entire game running…

  • Utilizes a single scene with global variable 'currentlevel' to manage multi-level game.
  • External layouts named 'Level1', 'Level2', etc., inherit from main scene for dynamic loading.
  • Scene transitions automatically upon player interaction, incrementing 'currentlevel' and reloading.

Every Step Runs Inside poll(): The Kafka Consumer Flow, End to End

Every Kafka consumer application calls poll() . Very few developers can list what happens inside it. That gap shows up at the worst time: a consumer that hangs, a group that rebalances in a loop, a…

  • First step, consumer asks bootstrap broker for group coordination broker.
  • Poll() function drives entire consumer flow, looping between fetch and commit steps.

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