enhancements
UnrealEngine
enhancements | UnrealEngine | |
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58 | 122 | |
3,257 | - | |
0.7% | - | |
9.7 | - | |
6 days ago | - | |
Go | ||
Apache License 2.0 | - |
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enhancements
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IBM to buy HashiCorp in $6.4B deal
> was always told early on that although they supported vault on kubernetes via a helm chart, they did not recommend using it on anything but EC2 instances (because of "security" which never really made sense their reasoning).
The reasoning is basically that there are some security and isolation guarantees you don't get in Kubernetes that you do get on bare metal or (to a somewhat lesser extent) in VMs.
In particular for Kubernetes, Vault wants to run as a non-root user and set the IPC_LOCK capability when it starts to prevent its memory from being swapped to disk. While in Docker you can directly enable this by adding capabilities when you launch the container, Kubernetes has an issue because of the way it handles non-root container users specified in a pod manifest, detailed in a (long-dormant) KEP: https://github.com/kubernetes/enhancements/blob/master/keps/... (tl;dr: Kubernetes runs the container process as root, with the specified capabilities added, but then switches it to the non-root UID, which causes the explicitly-added capabilities to be dropped).
You can work around this by rebuilding the container and setting the capability directly on the binary, but the upstream build of the binary and the one in the container image don't come with that set (because the user should set it at runtime if running the container image directly, and the systemd unit sets it via systemd if running as a systemd service, so there's no need to do that except for working around Kubernetes' ambient-capability issue).
> It always surprised me how these conversations went. "Well we don't really recommend kubernetes so we won't support (feature)."
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Exploring cgroups v2 and MemoryQoS With EKS and Bottlerocket
0 is not the request we've defined. And that makes sense. Memory QoS has been in alpha since Kubernetes 1.22 (August 2021) and according to the KEP data was still in alpha as of 1.27.
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Jenkins Agents On Kubernetes
Note: There's actually a Structured Authentication Config established via KEP-3331. It's in v1.28 as a feature flag gated option and removes the limitation of only having one OIDC provider. I may look into doing an article on it, but for now I'll deal with the issue in a manner that should work even with a bit older versions versions of Kubernetes.
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Isint release cycle becoming a bit crazy with monthly releases and deprecations ?
Kubernetes supports a skew policy of n+2 between API server and kubelet. This means if your CP and DP are both on 1.20, you could upgrade your control plane twice (1.20 -> 1.21 -> 1.22) before you need to upgrade your data plane. And when it comes time to upgrade your data plane you can jump from 1.20 to 1.22 to minimize update churn. In the future, this skew will be opened to n+3 https://github.com/kubernetes/enhancements/tree/master/keps/sig-architecture/3935-oldest-node-newest-control-plane
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Kubernetes SidecarContainers feature is merged
The KEP (Kubernetes Enhancement Proposal) is linked to in the PR [1]. From the summary:
> Sidecar containers are a new type of containers that start among the Init containers, run through the lifecycle of the Pod and don’t block pod termination. Kubelet makes a best effort to keep them alive and running while other containers are running.
[1] https://github.com/kubernetes/enhancements/tree/master/keps/...
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What's there in K8s 1.27
This is where the new feature of mutable scheduling directives for jobs comes into play. This feature enables the updating of a job's scheduling directives before it begins. Essentially, it allows custom queue controllers to influence pod placement without needing to directly handle the assignment of pods to nodes themselves. To learn more about this check out the Kubernetes Enhancement Proposal 2926.
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Dependencies between Services
What your asking is a (vanilla) Kubernetes non-goal, others have mentioned fluxcd and other add ons that provide primitives for dependency aware deployments. The problem space is so large, that it's unreasonable to to address these concerns in Kubernetes itself, instead, make it extensible... Look at this KEP for example: https://github.com/kubernetes/enhancements/issues/753 Sidecar containers have existed, and been named as such since WAY before that KEP's inception, defining what these things should and shouldn't do is largely arbitrary. Aka: your use-case is niche, if you don't like the behavior, use flux or argo, or write something yourself.
- When you learn the Sidecar Container KEP got dropped from the Kubernets release. Again.
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Kubernetes 1.27 will be out next week! - Learn what's new and what's deprecated - Group volume snapshots - Pod resource updates - kubectl subcommands … And more!
If further interested, I may recommend checking out the KEP. I love how they document the decision making, and all these edge cases :).
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How can I force assign an IP to my Load Balancer ingress in “status.loadBalancer”?
See https://kubernetes.io/docs/reference/kubectl/conventions/#subresources and https://github.com/kubernetes/enhancements/issues/2590
UnrealEngine
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Two handy GDB breakpoint tricks
Visual Studio has a related annoying habit when navigating the call stack (the caller's scope is considered closed if the callee is syntactically its tail) so I wonder whether this workaround would be useful for it as well.
See also this comment in the Unreal Engine code about putting a nop in before as well: https://github.com/EpicGames/UnrealEngine/blob/26677ca1b3c97...
// Q: Why is there a __nop() before __debugbreak()?
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Sane C++ Libraries
> you can still use it with smart pointers provided by any other library
Is the point of having a kitchen-sink library like this not that you dont have to reach for a 3rdparty library for things that you need 'all the time'?
Certainly, not everyone needs it.
...but, not everyone needs threads either. Not everyone needs an http server; and yet, if you have an application framework that provides them, when you do need them, it saves you reaching for yet-another-dependency.
Was that no the point from the beginning?
unique_ptr is a fundamental primitive for many, as you see from some other frameworks (1), and implementation is not always either a) trivial, or b) as simple as 'just use std::unique_ptr'.
This does seem like a very opinionated decision with reasonably unclear justification.
[1] - eg. https://github.com/EpicGames/UnrealEngine/blob/release/Engin..., https://github.com/electronicarts/EASTL/blob/master/include/...
- Not only Unity...
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Unreal Engine 5.3
It is not publicly available. If you click on this link you get a 404 page: https://github.com/EpicGames/UnrealEngine You actually have to go and subscribe, agree to their terms, and then you get to view the source code. It happens to be free, but it is by no means "public".
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I always have bad timing, was literally just about to try out v5.2
https://github.com/EpicGames/UnrealEngine/tree/5.2.0-preview-2 For anyone wondering
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Depending on the order multiple movies in "Startup movies" cause game to crash.. UE5.1
Like I said before, you have the fixed code here (commit: 23937975).
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How to create a moddable game?
Before you can access the repository at https://github.com/EpicGames/UnrealEngine, you must: be an Unreal Engine subscriber. have a GitHub account. have associated your GitHub account with your Unreal Engine account as described on the UE4 on GitHub page.
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W.I.P on my Open-World time traveling game. Experimented with Lumen + Nanite and found a way to maximize performance!
What you need to do is follow this link and diff my file with Epic's file. You can grab settings that I have from mine and plop them into a custom one for yours. Just be mindful if you're developing in VR for what settings you bring over.
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As a Unity user, watching Unreal Engine at GDC 2023 made me sad and jealous
Originally it was going to be NetworkPrediction (need to be signed into a github account with Unreal Engine access for that link to work), but since David Ratti left Epic that died and they stopped working on it. (I didn't know it was dead, that was the CMC replacement I was referring to)
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This unironically happened at my work today. We'll *definitely* be fitting that one into the next sprint...
Found this while looking through UE commits
What are some alternatives?
kubeconform - A FAST Kubernetes manifests validator, with support for Custom Resources!
CRYENGINE - CRYENGINE is a powerful real-time game development platform created by Crytek.
spark-operator - Kubernetes operator for managing the lifecycle of Apache Spark applications on Kubernetes.
capnproto-rust - Cap'n Proto for Rust
kubernetes-json-schema - Schemas for every version of every object in every version of Kubernetes
Defragr - Precision movement FPS with physics ported from Quake 3 CPMA. Made with UE4
klipper-lb - Embedded service load balancer in Klipper
Quake-III-Arena - Quake III Arena GPL Source Release
Hey - HTTP load generator, ApacheBench (ab) replacement
Smooth-Networked-Movement-Plugin - Public Repository so anyone can push updates to the plugin. [Moved to: https://github.com/Reddy-dev/SMN2]
connaisseur - An admission controller that integrates Container Image Signature Verification into a Kubernetes cluster
RuntimeMeshComponent - Unreal Engine 4 plugin component for rendering runtime generated content. [Moved to: https://github.com/TriAxis-Games/RealtimeMeshComponent]