DarknessFX
banner
drkfx.bsky.social
DarknessFX
@drkfx.bsky.social
Developer, Gamer, Maker, Coolhunter, Adventurer! PT,EN
GameDev ToolMaker at https://github.com/DarknessFX .
Spherical Polar Coordinates from the always inspiring
XorDev 🍻👍 ported to Unreal Engine material.
==
Download M_SphericalPolarCoord (1,2,3) from github.com/DarknessFX/U...
Source code screenshots:
November 13, 2025 at 3:57 PM
C++ static calls, add #include "RaylibUEBPLibrary.h" and start using the API.
Blueprint nodes feature easy chaining, providing data between nodes for frictionless development.
(e.g. Using Timeline node or Tick event)
September 26, 2025 at 3:49 PM
50+ Raylib draw functions as Blueprint nodes (e.g., DrawCircle, DrawText, DrawModelEx) with exact parameters for 1:1 learning.
Access to the Renderer DrawCommandList for real-world pipeline practice.
September 26, 2025 at 3:48 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. 👍
==
Free and open source at github.com/DarknessFX/D...
September 23, 2025 at 12:53 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)
==
github.com/DarknessFX/U...
January 23, 2025 at 2:27 AM
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
The difference it makes when you move a division and float cast outside the loop is significant.
And where I spent my time yesterday, sometimes the smaller functions can be the trickiest to fix.
January 17, 2025 at 6:41 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
Yes!!! GLFW-less version also working!! \o/
Uploading BaseVulkan Zig Template source code to github.com/DarknessFX/z... in a few minutes. 💪
January 15, 2025 at 6:06 AM
8 hours and 900+ lines of code later: 🍻
Now that I have a version working 100%, I'm going back to find out why my GLFW-less version failed.
January 15, 2025 at 5:14 AM
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
More updates and templates:
- Lua scripting.
- SQLite, LMDB and DuckDB databases.
- ODE (Open Dynamics Engine) and Chipmunk2D physics.
January 6, 2025 at 5:12 PM
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
Download MF_MannequinExtrasColor from github.com/DarknessFX/U...
==
1) Source code screenshot.
2) Before > After changes to default M_Mannequin .
January 3, 2025 at 6:38 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
I saw this one today, I think it is a factory preview using ESP32-P4. Looks great but sadly is the P4 is a RISC-V chip that don't have WiFi or Bluetooth.
January 3, 2025 at 4:53 PM
Download BaseRayLib Template from github.com/DarknessFX/z...
==
While learning RayLib, I'm porting to Zig all examples from raylib.com/examples.html .
I don't know if anyone is interested, if there is interest I can upload the samples to GitHub .
January 2, 2025 at 9:20 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