Peek at the Lake Town area I've been building for the last couple weeks for #Tehom. Made a bunch of modular house pieces that I can kitbash into different sized buildings. loosely inspired by the town in The Hobbit. #gamedev#indiegame
@mylifcc https://t.co/Qq3T5lgPoU
You should check this out. You can use it with Claude code or Codex and fully automate the whole reverse engineering process
I built a growing gallery of motion graphics made with Claude Opus 5.5, each shown next to the prompt or skill that made it.
226 so far, all pulled from posts here and credited to their creators.
https://t.co/pAGK4Y8Yqs
This is what happens when you mix Shader Graph with Unity’s Particle System! 🌊 Full breakdown in The Unity Shaders Bible ➡️ https://t.co/0GybsX98MK
#unity3d#vfx#technicalart
Feras Yahya's ReFace gets a major update for hard-surface retopology in Blender, with better support for messy geometry like 3D scans, AI-generated models, and sculpts.
Purchase it here: https://t.co/f9ttnnUUB7
that’s satisfying:
Real-time destruction physics in game engines usually force developers to choose between performance and visual fidelity.
VFX artist U R B A N - B / Urban Bradesko and Grayson Cotrell are running a workshop breaking down high-performance real-time destruction techniques for game development.
Instead of relying on heavy pre-fractured static assets or CPU-hogging physics simulations, modern pipelines focus on optimized debris management, dynamic fracturing, and real-time GPU particle alignment.
When playing action or survival games, does high-level environmental destruction actually make gameplay better, or does it eventually just get in the way of visual clarity?
Here are two VFX already planned for the Complete Godot VFX Handbook! We need 1k wishlists to start developing it. Currently at 473/1000! ✨ https://t.co/ffEKie1Sx3
#godot