graphicrants.blogspot.com/2026/02/nani...
graphicrants.blogspot.com/2026/02/nani...
Never would I have guessed that a Doublefine game would rise to the top of my list as a showcase of #ue5 tech.
Never would I have guessed that a Doublefine game would rise to the top of my list as a showcase of #ue5 tech.
themaister.net/blog/2025/10...
themaister.net/blog/2025/10...
zeux.io/2025/09/30/b...
zeux.io/2025/09/30/b...
5 min test scene i whipped up here.
~1 million 20 million poly trees scattered with PCG
#UE5 #UnrealEngine #GameDev #EnvironmentArt #RealTime
5 min test scene i whipped up here.
~1 million 20 million poly trees scattered with PCG
#UE5 #UnrealEngine #GameDev #EnvironmentArt #RealTime
CGF papers: diglib.eg.org/handle/10.23...
Conference papers: diglib.eg.org/handle/10.23...
It has been a huge honor to act as HPG papers chair and guest editor and I look forward to an exciting program in Copenhagen.
CGF papers: diglib.eg.org/handle/10.23...
Conference papers: diglib.eg.org/handle/10.23...
It has been a huge honor to act as HPG papers chair and guest editor and I look forward to an exciting program in Copenhagen.
Venue selection is fraught. Inevitably attendees will encounter visa issues, distance, expense, local politics, and other challenges. This venue, however, is simply unsafe for LGBTQ+ researchers, and the leadership's defensiveness is unacceptable.
SIGGRAPH has historically carried this practice.
I am thus outraged at the decision to hold SIGGRAPH Asia 26’ at a venue unsafe to many.
Adding my signature. I encourage you to do too:
Venue selection is fraught. Inevitably attendees will encounter visa issues, distance, expense, local politics, and other challenges. This venue, however, is simply unsafe for LGBTQ+ researchers, and the leadership's defensiveness is unacceptable.
Yes there's no fancy sim - it just uses a water interaction buffer as a target for the particle system rendering, so we could use the power of particle system we already have.
Given how interactive water in CS2 is, I expected to see some cellular fluid simulation, but turns out they just use a low-resolution off-screen buffer with flat 2D decals used for various aspects of water. Reminds me of HL2 water :)
Yes there's no fancy sim - it just uses a water interaction buffer as a target for the particle system rendering, so we could use the power of particle system we already have.
Really good explanation from @dachsjaeger.bsky.social about how foliage has been done in the past, the problems with them, and why this new approach was needed.
Really good explanation from @dachsjaeger.bsky.social about how foliage has been done in the past, the problems with them, and why this new approach was needed.
Really though gaps aren’t a key concern for voxels since they are used primarily for subpixel features which result in partial coverage.
Really though gaps aren’t a key concern for voxels since they are used primarily for subpixel features which result in partial coverage.
Breaking off branches could be a problem since Nanite assembly HLOD needs to merge things. They aren't individual branches in the distance.
Breaking off branches could be a problem since Nanite assembly HLOD needs to merge things. They aren't individual branches in the distance.