Antonio Lattanzio
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alattanzio.bsky.social
Antonio Lattanzio
@alattanzio.bsky.social
Software Engineer with passion for #gamedevelopment, #retro #gaming, UE2 to #UE5, #SDL2 #C++ #Amiga #C64 low level optimizations #indiedev @fightnjokes.bsky.social lead engineer #BlindSquirrelGames
New update to my procedural destruction system - Exends #chaos:
- Custom asset storage
- Optimized runtime calculations
- Multiplayer support
Any feedback is appreciated! Please feel free to suggest new features! 💥😅💣
#gamedev #unrealengine #multiplayer #destruction #procedural
September 6, 2025 at 1:34 PM
New update to my real-time destruction system in UE5:

• Faster collision logic
• Improved multithreading
• Multiplayer prototype (WIP)
Looking for use case ideas: where would this tech be most useful?

More Details:
www.linkedin.com/posts/antoni...
#gamedev #UE5 #indiedev
April 20, 2025 at 11:18 AM
Just added recursive debris fracturing to my real-time destruction system in Unreal Engine.
Large chunks now break into smaller pieces on impact, fully custom and runtime. Voronoi-based cuts are in progress! 😀🥳
#UnrealEngine5 #gamedev #indiedev #destroy
April 5, 2025 at 11:50 AM
Making destruction even more dynamic in UE5!
- Debris fragmentation: Real-time, no Chaos fractures.
- Orphaned geometry detachment: No more floating pieces.
- Advanced damage settings: Customizable destruction effects.
#screenshotsaturday #UE5 #gamedev #UnrealEngine5
March 22, 2025 at 11:18 AM
Witness the power of real-time destruction in Unreal Engine 5! Watch as terrain crumbles, caves form, and the world reshapes dynamically with precision and performance in mind.

Like, comment, and subscribe for more Unreal Engine tech demos! 🚀🔥 #UE5 #Destruction #GameDev
March 3, 2025 at 10:47 AM
Back with an upgraded terrain deformation system in UE5.5!⚒️Fully optimized for real-time destruction on landscapes up to 4km. This demo runs on a smaller scale, but the system handles massive worlds with high performance. #gamedev #screenshotsaturday #UnrealEngine
March 1, 2025 at 12:25 PM
Today, I've been updating the destruction algorithm, making it even more dynamic and powerful! The system is evolving, and I'm pushing the limits of what can be broken in UE5.
Check out the latest progress in this early footage!
#gamedev #unrealengine5 #destruction #screenshotsaturday
February 1, 2025 at 11:43 AM
Excited to share the latest Dig and Destroy simulation update! Now rewritten in C++ for #UnrealEngine5, it features:
Recursive mesh cutting
Optimized convex hulls
Smoother, faster performance🚀

What’s next? Time (and code) will tell! 😅
#gamedevelopment #screenshotsaturday
January 26, 2025 at 7:38 AM
Implemented more digging mechanics to showcase procedural debris cutting, now with plans for recursion. #UnrealEngine #screenshotsaturday #videogames
January 19, 2025 at 3:52 AM
With all the buzz around digging games, I thought it was the perfect time to revisit my previous test and set up a quick prototype. I managed to implement procedural destructible terrain and some physics-based posed props, all procedural.
Excited to see where this leads! #indiegame #unrealengine
January 13, 2025 at 10:41 AM
Late Happy New Year!🎉Added debris generated using Perlin noise based on the collision sphere and applied an impulse aligned with the attack direction. Still needs optimization, proper materials, and multiplayer support, but it’s functional!
@unrealengine.bsky.social #gamedev #unrealengine
January 4, 2025 at 10:52 AM
January 3, 2025 at 9:40 AM
First attempt of creating a procedural and deterministic world with Voronoi Voro++ lib in #UnrealEngine5
January 2, 2025 at 10:55 AM
Working on #Mugen Importer for #Unreal sprite format, #MortalKombat, #KingOfFighters and @fightnjokes.bsky.social of @mentaldrink.bsky.social.
Starting to post on @bsky.app from #Twitter since have to catch up! This can be converted for #Unity and #Godot. What kind of feature would you like to see?
November 21, 2024 at 9:12 AM