DarknessFX
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drkfx.bsky.social
DarknessFX
@drkfx.bsky.social
Developer, Gamer, Maker, Coolhunter, Adventurer! PT,EN
GameDev ToolMaker at https://github.com/DarknessFX .
Pinned
RaylibUE plugin for Unreal Engine
Bridges Raylib's easy-to-use drawing API (by @raysan5 ) with @UnrealEngine's intuitive Blueprint nodes.
Ideal for GameDev teachers/students as starting point to learn and experience both worlds.
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Free and open-source at github.com/DarknessFX/R...
Spherical Polar Coordinates from the always inspiring
XorDev 🍻👍 ported to Unreal Engine material.
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Download M_SphericalPolarCoord (1,2,3) from github.com/DarknessFX/U...
Source code screenshots:
November 13, 2025 at 3:57 PM
RaylibUE plugin for Unreal Engine
Bridges Raylib's easy-to-use drawing API (by @raysan5 ) with @UnrealEngine's intuitive Blueprint nodes.
Ideal for GameDev teachers/students as starting point to learn and experience both worlds.
==
Free and open-source at github.com/DarknessFX/R...
September 26, 2025 at 3:47 PM
Big update to DFoundryFX plugin for Unreal Engine 5.6.
Lots of fixes, performance improvements, code cleanup, DPI scaling fixed (I hope 🙏).
Engine Tab is completed and functional again. 👍
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Free and open source at github.com/DarknessFX/D...
September 23, 2025 at 12:53 PM
DFoundryFX plugin for Unreal Engine 5.6 is available at github.com/DarknessFX/D... .
This is a preview version. I need to update the Shader Compiler monitor, a lot changed since UE 5.1 and takes a lot of time to test because it only works for packaged games... Build, test, repeat.
GitHub - DarknessFX/DFoundryFX: Unreal Engine 5.6 Plugin with Dear ImGUI, customizable performance metric charts (including Shipping builds), Shader compiler monitoring and STAT commands control panel...
Unreal Engine 5.6 Plugin with Dear ImGUI, customizable performance metric charts (including Shipping builds), Shader compiler monitoring and STAT commands control panel for Unreal Engine GameViewpo...
github.com
September 21, 2025 at 10:47 PM
Unreal Engine CommonUI Minimal Menu Kit, free and open source at github.com/DarknessFX/U...
July 9, 2025 at 5:34 PM
I just saw some new free character models for UE5 on Fab. It's always welcome to have variety beyond Manny and Quinn meshes, and for free, it's doubly welcome.
== links 🧵👇
January 26, 2025 at 10:21 PM
Each pixel is a thread...
I'm reading "CUDA by Example" and this sample blew my mind. Ripple effect is common in pixel shaders but always relative to the surface.
Here each pixel is a GPU thread, calculating its value every frame.🤯
This from a 2010 book and I didn't know it was possible until today.
January 25, 2025 at 8:01 PM
UEMaterials 2nd Anniversary! 🍻🎉🥳
200+ Unreal Engine materials, 260+ GitHub stars.
I'm glad you all are enjoying the repository.
To celebrate, I added a Gallery where a thumbnail collection of all materials is presented, linked to the source code screenshots. (WIP)
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github.com/DarknessFX/U...
January 23, 2025 at 2:27 AM
SDL3 officially released!👍🍻
To celebrate, I updated my Zig Template BaseSDL3 with the new version and added options to build using it as a shared or static library.
github.com/libsdl-org/S...
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github.com/DarknessFX/z...
Note: I forgot to post new Nvidia CUDA template + VSCode w/ RADDebugger "hack"
Release 3.2.0 · libsdl-org/SDL
Announcing the SDL 3 official release! SDL 3.0 is finally here! We have many many people to thank on the road to get here, but I'd like to call out special thanks to: @slouken and @icculus, lead d...
github.com
January 22, 2025 at 6:43 PM
I'm using VSCode with Cppvsdbg for a while but its features are lackluster, today I tried RadDebugger and it works surprisingly well.
I "hacked" a custom command into launch.json as a shortcut to start a RadDebugger session with the latest debug build.
January 19, 2025 at 9:38 PM
I optimized so much that I had to spend a day rewriting my FPS counter because the frame timing was so small, my sleep (in milliseconds) was missing vsync.
I almost had to add: if (delta < 100) Sleep(1ms);
January 17, 2025 at 4:59 PM
I'm bored... I should write a Vulkan "Hello Triangle" in Zig without GLFW3.
A day later and 850 lines of code = FAIL.
Today I'm going rewrite everything with GLFW3 and following Vulkan Tutorial.
Nothing like a good amount of pain to fix boredom. 🤣
January 14, 2025 at 6:57 PM
Why do I make and share basic templates?
Because if I spent an afternoon to make this work (Zig+Raylib+Emscripten[HTML5, WASM, WebGL ES]), someone starting in dev would take a week and AI assistance won't help at all.
January 13, 2025 at 1:18 AM
Yo @thunderowl.one , I just received the tulip.computer , a picture of it with my good old M5Stack Core.
Thank you for the recommendation, I really wanted an ESP32-S3 with a big screen! 👍
January 10, 2025 at 11:20 PM
1st mini game made with Zig + raylib , took 4 and ½ hours.
Like the wise man said "First you learn how to do it right, then you learn how to do it fast".
January 10, 2025 at 4:44 AM
Zig language : yesterday was super productive, I was able to port and upload templates for Allegro 5, SFML2, NanoVG.
Today I included a Webview template too, for those who prefer to use HTML instead of an UI framework.
== links 🧵👇
January 5, 2025 at 7:22 PM
I published MF_MannequinExtrasColor to UEMaterials repository.
It is an easy to use function that you add to M_Mannequin Base Color and presents a list of new color parameters to customize UE5 Manny and Quinn.
== Link and source code: 🧵👇
January 3, 2025 at 6:36 PM
Zig : I updated BaseRayLib Template, removing .DLL dependency, a release .EXE build is now only 920KB.
I chose Zig + RayLib as my main platform for 2025, plus UnrealEngine5 as always💕. Raw and pure C, coding games direct to the hardware.
You all know "Zig == C", right?
==🧵👇
January 2, 2025 at 9:19 PM
Happy New Year everyone!!! 🎉
Let's start 2025 with a new shader; I had to Speedrun this one with a "fake until you make it" concept, far from the original one's quality, but if I may say, not bad at all.
== Link and source code🧵👇==
January 1, 2025 at 8:15 AM
Zig language: New template using Sokol and Dear ImGui (via cimgui). Surprisingly small code, 79 lines, to get it running, impressive, I want to try Nuklear UI with Sokol.
As always no bindings or wrappers, just pure Zig cImport or nothing.
== link 🧵👇==
December 31, 2024 at 8:55 AM
I forgot I made a material function for Unreal Engine 5 Mannequins, adding lots of color options.
Today I tried some WPO and it is so much fun:
Big chin? Big head? Cyclops mode?🤣
Let me know if these functions are interesting and should be uploaded.
December 31, 2024 at 1:38 AM
Intel XeSS is the 1st one of my waiting list to support UE5.5 . 👍🍻 Now, I just need to wait for DLSS, FSR and MetaXR.
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Link: github.com/GameTechDev/...
December 30, 2024 at 8:46 PM
Zig language: I updated BaseSDL3 Template to the latest version 3.1.6. Looks like SDL is finally ready to move the main version from SDL2 to SDL3 (v3.2.0?).
I also took this opportunity to add all SDL3 Renderer Examples, ported to Zig language, with the template.
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🧵👇
December 29, 2024 at 6:09 PM
Simple shader with a sword slash effect.
Good for students starting to learn #UE5 Materials and Shaders.
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Download M_SwordSlash from github.com/DarknessFX/U...
December 28, 2024 at 9:49 PM