Tim Oxley
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timoxley.bsky.social
Tim Oxley
@timoxley.bsky.social
Technical Director
C++ #gamedev #techart & #gamedesign in #UnrealEngine
Former #JS #TS specialist. CampJS & SingaporeJS founder
#NodeJS in Action coauthor
Lived 🇦🇺→🇸🇬→🇺🇸
Bad artist & musician #ADHD
Vegetarian
Father of 2 amazing girls
He/him
I have the same model cat and can confirm, 100% sweet pie.
November 4, 2025 at 6:47 AM
Any idea who this is? Nudibranch?
September 14, 2025 at 6:14 PM
August 17, 2025 at 8:13 PM
@tomlooman.bsky.social trying to follow your perf course and this is driving me nuts.
August 8, 2025 at 6:43 PM
I don't understand anything anymore
July 3, 2025 at 12:38 PM
Yes, but
June 21, 2025 at 5:17 AM
May 22, 2025 at 9:54 PM
Went outside to see if the guy was lost or something, to see flashing lights. Guy was pulled over just as he was arriving
April 15, 2025 at 12:28 AM
I had a pizza delivery last week. Sat like this for a long, long time...
April 15, 2025 at 12:28 AM
Don't know who needs to hear this today, but teeth aren't bone www.tiktok.com/t/ZT2n5b36K/

en.wikipedia.org/wiki/Tooth#O...
March 24, 2025 at 4:52 PM
Love our HOA's gardeners.
March 14, 2025 at 2:30 AM
Last year's mason bees started emerging yesterday. Cute little things, but they sure don't waste any time before getting down to business.
March 12, 2025 at 12:13 AM
Example .uasset diff config for Plastic SCM:

"C:\Program Files\Epic Games\UE_5.5\Engine\Binaries\ThirdParty\Python3\Win64\python.exe" "C:\Path\To\MyProject\Plugins\perforce-uasset-diff\script\unreal_diff_uassets.py" "@sourcefile" "@destinationfile"

Note: change the paths for your system/project.
February 28, 2025 at 3:45 PM
And each one of the sections listed in the above TOC contains a bunch of relevant links: blog posts, videos, etc.

e.g. here's the one on "Enumerations"

ue5study.com/unrealengine...
February 27, 2025 at 8:42 PM
The C++ section is massive on its own:

ue5study.com/unrealengine...
February 27, 2025 at 8:42 PM
I wonder if there's any weight in trying to argue that this would also ban circumcision.
January 29, 2025 at 12:31 AM
Ah this works for any reference to the current UCLASS in any .h|.cpp file, which means it also works for those verbose boilerplate macros like ATTRIBUTE_ACCESSORS
or DOREPLIFETIME. #unrealengine
January 28, 2025 at 8:04 PM
TIL #unrealengine: a better way to do dynamic multicast delegate bindings without `&UPotentiallyVeryLongClassName::`

```cpp
OnMyEventDelegate.AddDynamic(this, &ThisClass::OnMyEventReceived);
```

Likely far shorter, makes copy/paste between classes trivial & isn't vulnerable to IDE refactoring bugs
January 28, 2025 at 7:36 PM
oh no, I followed all the gamedev starter lists in my starter list thread, you know, Practice What You Preach, but now I follow 10k+ accounts & I'm on a bunch of "following over 10k accounts" lists & finding myself blocked left right & center, damn it
January 10, 2025 at 12:46 AM
January 4, 2025 at 11:17 PM
3ColorBlend node helps but still never looks very good between the stops. You can add a "Curve Linear Color" object & grab the color from a curve asset where you can see the gradient and add additional color stops visually. You can then read the curve from BP & pass to the material as a parameter
January 3, 2025 at 4:48 PM
The mixbox talk is actually a really good intro to some basic colour theory, very clear explanations, highly recommend watching www.youtube.com/watch?v=_qa5...

e.g. I'd never thought about "pigment colour is just subsurface scattering" but of course it is!
January 3, 2025 at 4:16 PM
To work around this I'll usually manually add a few intermediate colour stops or a custom gradient texture to have the colours be less... gross.

Yet to try it (there's no UE version as of right now) but mixbox looks like it will give a far more satisfying/intuitive colour lerp *automatically*
January 3, 2025 at 3:35 PM
But you're not building a painting app, so how is this relevant to #gamedev? Colour lerps! I don't know about you, but colour lerps never produce satisfying results, even if you use a fancy colour space to lerp through. e.g. blue to yellow goes through a very unsatisfying grey
January 3, 2025 at 3:35 PM
And it's so simple, just a single shader and a LUT github.com/scrtwpns/mix...
January 3, 2025 at 3:35 PM