Ghislain Girardot
ghislaingir.bsky.social
Ghislain Girardot
@ghislaingir.bsky.social
UE content creator, specialized in tech art. I don't share my opinion much.
Thanks, that's handy. I knew alignment was a big topic haha but I never faced an actual issue because of it until now. I'll have to learn how to make better use of VS debug tools/RenderDoc. Could by handy...
January 13, 2026 at 3:04 PM
Thanks. I'll have to see what Visual Studio offers for debugging structs :) I'll have to take a look at RenderDoc as well hehe
January 13, 2026 at 3:02 PM
Roger that. But there's a broader understanding to have here I suppose. Using three float2 would be equally troublesome here, I think 🤔 Struct would still be padded to be 16bits aligned.
January 13, 2026 at 12:39 PM
Noted, thanks!
January 13, 2026 at 12:37 PM
I'm a bit puzzled. Anyone care to explain what's going on like I'm a 5years old? 🥲What are the best practices to avoid getting owned again in the future? ty :d
January 13, 2026 at 10:51 AM
At first I tried to add a float pad_ after float3 Location; and float3 Extent; in the HLSL struct but this didn't work. I suspect that's not where the compiler is adding padding to the CPP struct? Adding padding to both structs did work.
January 13, 2026 at 10:51 AM
FVector3f says its 12bytes/4bytes aligned, FVector4f says its 16/16. I expected the struct size to be 40bytes but it's 48. I suppose the use of a FVector4f forces the whole struct to be 16bytes aligned?
January 13, 2026 at 10:51 AM
oof, I got owned so hard. First time trying to use a struct in a compute shader. Things did not go as planned... After an entire day of debugging, structs could be the only culprit. This causes alignment issues. Using float4/FVector4f fixes it
January 13, 2026 at 10:51 AM
Reposted by Ghislain Girardot
A sneak peak of what I've been working on: A strand based hair system for Jolt Physics (WIP): youtu.be/Rl19G0c003o
A strand based hair simulation running on GPU
YouTube video by Jorrit Rouwe
youtu.be
January 10, 2026 at 9:08 PM
Anyway, I hope you all had great holidays 🥰

Happy new year!! Cheers.
January 2, 2026 at 10:48 PM
It feels like a nice way to end my UE content creator journey. I kinda started with water, so I'll end with water I guess =)
I'm hoping to do more stuff with interactive foliage before that though
January 2, 2026 at 10:48 PM
Next:
- Get a better understanding of the many existing FFT GPU/CPU algos
- Cascades
- Foam & velocity
- Splashes
- Copy UE's water quad tree
- GPU Readback
- Get more comfortable with UE's RHI
- Clean code
- Try using UE's FFTGPU
- Make a video about it before end of February :|
January 2, 2026 at 10:48 PM
Holidays side project. I'm trying to join the FFT ocean gang😅
I'm now at least somewhat more comfortable with various GPU programming paradigms and UE's RHI & CPP compute shader dispatchs, but I've so many questions still😅
January 2, 2026 at 10:48 PM
Files are available as a Tier 3 reward on my Patreon:
www.patreon.com/c/GhislainGir

Thanks for the support <3
Cheers
Get more from Ghislain Girardot on Patreon
creating educational UE projects and a video game!
www.patreon.com
December 21, 2025 at 10:34 PM
New video on my YT! 🥳

A 55-minute deep dive into God of War's dual-depth foliage interaction technique. ⬇️🧵
December 21, 2025 at 10:34 PM
I don't know :D
December 20, 2025 at 10:49 PM
Damn, that's fantastic work! Thanks for sharing. Always a treat to see WIPs of complex systems like this :)
December 17, 2025 at 12:17 AM
No worries about the wall of text :D sry for the late reply. I'd be curious to know how they did it for PoP as well. It appears UE has all the built-in tools to rewind anims and what not for debugging purposes, so I'm assuming it can be recycled for gameplay as well. I'd have to look at their method
December 17, 2025 at 12:13 AM
Almost done with this. Hoping to be done with the breakdown video before holidays :)
December 17, 2025 at 12:10 AM
Files are available as a Tier 3 reward on my Patreon:
patreon.com/c/GhislainGir

Thanks for the on-going support🥰Next video will be about GoW dual depth foliage interaction technique! And then more VFX/shader stuff :) Cheers!
Get more from Ghislain Girardot on Patreon
creating educational UE projects and a video game!
patreon.com
December 14, 2025 at 9:37 PM
🥳 New video up on my YT!
I’m showing how I hack around the Character Movement Component in Unreal Engine to build custom movement modes—all in Blueprints.

It’s a bit old school, but it still works like a charm for simple games! 😊
December 14, 2025 at 9:37 PM