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😅
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😅
A 55-minute deep dive into God of War's dual-depth foliage interaction technique. ⬇️🧵
A 55-minute deep dive into God of War's dual-depth foliage interaction technique. ⬇️🧵
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! 😊
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! 😊
3, 2, 1, go🙃
3, 2, 1, go🙃
CPU Performance is 💩because Niagara's RigidMeshCollision interface lack a much needed rasterizing function, so I had to re-implement it from scratch in BPs for this proof of concept😅
CPU Performance is 💩because Niagara's RigidMeshCollision interface lack a much needed rasterizing function, so I had to re-implement it from scratch in BPs for this proof of concept😅
I dive into different ways to rasterize dynamic effects (explosions, attacks, etc.) using Niagara, and show how to apply them to foliage & particles. Check it out!⬇️
I dive into different ways to rasterize dynamic effects (explosions, attacks, etc.) using Niagara, and show how to apply them to foliage & particles. Check it out!⬇️
In this 15-min deep dive, I walk through an experimental scriptable tool I built that fetches textures in material light functions to paint light dynamically, all in-editor. Check it out! 🔥
In this 15-min deep dive, I walk through an experimental scriptable tool I built that fetches textures in material light functions to paint light dynamically, all in-editor. Check it out! 🔥
It’s a 1h20m deep dive into 𝗦𝗶𝗴𝗻𝗲𝗱 𝗗𝗶𝘀𝘁𝗮𝗻𝗰𝗲 𝗙𝗶𝗲𝗹𝗱𝘀.
I went a bit more in-depth than most UE tutorials out there — there’s a lot more to this topic than you might think! :D 🧵
It’s a 1h20m deep dive into 𝗦𝗶𝗴𝗻𝗲𝗱 𝗗𝗶𝘀𝘁𝗮𝗻𝗰𝗲 𝗙𝗶𝗲𝗹𝗱𝘀.
I went a bit more in-depth than most UE tutorials out there — there’s a lot more to this topic than you might think! :D 🧵
www.youtube.com/watch?v=vMEl...
www.youtube.com/watch?v=vMEl...
I'll do a breakdown of the scriptable tool BP in my upcoming video.
I'll do a breakdown of the scriptable tool BP in my upcoming video.
Doing that in CPP isn't worth investing the time for my particular case.
Doing that in CPP isn't worth investing the time for my particular case.
This is part of my next video dedicated to SDFs
This is part of my next video dedicated to SDFs
A quick 20-min dive into the basics of Niagara’s Dynamic Mesh interface + a breakdown of a more advanced (but flawed/experimental) use case.
Link ⬇️
#UnrealEngine #Niagara #VFX
A quick 20-min dive into the basics of Niagara’s Dynamic Mesh interface + a breakdown of a more advanced (but flawed/experimental) use case.
Link ⬇️
#UnrealEngine #Niagara #VFX
Frustrum culling is aggressive here for demonstration purposes.
Overhead seems to be high: 1.3ms for generating this :( I'm sure my code isn't as optimized as could be tho.
Frustrum culling is aggressive here for demonstration purposes.
Overhead seems to be high: 1.3ms for generating this :( I'm sure my code isn't as optimized as could be tho.