GameDev ToolMaker at https://github.com/DarknessFX .
XorDev 🍻👍 ported to Unreal Engine material.
==
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:
Blueprint nodes feature easy chaining, providing data between nodes for frictionless development.
(e.g. Using Timeline node or Tick event)
Blueprint nodes feature easy chaining, providing data between nodes for frictionless development.
(e.g. Using Timeline node or Tick event)
Access to the Renderer DrawCommandList for real-world pipeline practice.
Access to the Renderer DrawCommandList for real-world pipeline practice.
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. 👍
==
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...
== 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)
==
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)
==
github.com/DarknessFX/U...
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.
And where I spent my time yesterday, sometimes the smaller functions can be the trickiest to fix.
And where I spent my time yesterday, sometimes the smaller functions can be the trickiest to fix.
I almost had to add: if (delta < 100) Sleep(1ms);
I almost had to add: if (delta < 100) Sleep(1ms);
Uploading BaseVulkan Zig Template source code to github.com/DarknessFX/z... in a few minutes. 💪
Uploading BaseVulkan Zig Template source code to github.com/DarknessFX/z... in a few minutes. 💪
Now that I have a version working 100%, I'm going back to find out why my GLFW-less version failed.
Now that I have a version working 100%, I'm going back to find out why my GLFW-less version failed.
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".
- Lua scripting.
- SQLite, LMDB and DuckDB databases.
- ODE (Open Dynamics Engine) and Chipmunk2D physics.
- Lua scripting.
- SQLite, LMDB and DuckDB databases.
- ODE (Open Dynamics Engine) and Chipmunk2D physics.
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 🧵👇
==
1) Source code screenshot.
2) Before > After changes to default M_Mannequin .
==
1) Source code screenshot.
2) Before > After changes to default M_Mannequin .
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: 🧵👇
==
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 .
==
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 .
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?
==🧵👇