GameDev ToolMaker at https://github.com/DarknessFX .
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...
XorDev 🍻👍 ported to Unreal Engine material.
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Download M_SphericalPolarCoord (1,2,3) from github.com/DarknessFX/U...
Source code screenshots:
XorDev 🍻👍 ported to Unreal Engine material.
==
Download M_SphericalPolarCoord (1,2,3) from github.com/DarknessFX/U...
Source code screenshots:
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...
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...
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...
Lots of fixes, performance improvements, code cleanup, DPI scaling fixed (I hope 🙏).
Engine Tab is completed and functional again. 👍
==
Free and open source 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.
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.
== links 🧵👇
== links 🧵👇
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.
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.
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...
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...
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"
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...
==
github.com/DarknessFX/z...
Note: I forgot to post new Nvidia CUDA template + VSCode w/ RADDebugger "hack"
I "hacked" a custom command into launch.json as a shortcut to start a RadDebugger session with the latest debug build.
I "hacked" a custom command into launch.json as a shortcut to start a RadDebugger session with the latest debug build.
I almost had to add: if (delta < 100) Sleep(1ms);
I almost had to add: if (delta < 100) Sleep(1ms);
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. 🤣
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. 🤣
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.
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.
Thank you for the recommendation, I really wanted an ESP32-S3 with a big screen! 👍
Thank you for the recommendation, I really wanted an ESP32-S3 with a big screen! 👍
Like the wise man said "First you learn how to do it right, then you learn how to do it fast".
Like the wise man said "First you learn how to do it right, then you learn how to do it fast".
Today I included a Webview template too, for those who prefer to use HTML instead of an UI framework.
== links 🧵👇
Today I included a Webview template too, for those who prefer to use HTML instead of an UI framework.
== links 🧵👇
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: 🧵👇
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: 🧵👇
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?
==🧵👇
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?
==🧵👇
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🧵👇==
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🧵👇==
As always no bindings or wrappers, just pure Zig cImport or nothing.
== link 🧵👇==
As always no bindings or wrappers, just pure Zig cImport or nothing.
== link 🧵👇==
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.
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.
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Link: github.com/GameTechDev/...
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Link: github.com/GameTechDev/...
I also took this opportunity to add all SDL3 Renderer Examples, ported to Zig language, with the template.
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🧵👇
I also took this opportunity to add all SDL3 Renderer Examples, ported to Zig language, with the template.
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🧵👇
Good for students starting to learn #UE5 Materials and Shaders.
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Download M_SwordSlash from github.com/DarknessFX/U...
Good for students starting to learn #UE5 Materials and Shaders.
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Download M_SwordSlash from github.com/DarknessFX/U...