California state assembly passes the 'Protect Our Games Act', pending approval from state senate and governor:
Under the act, video game companies would be required to provide 60 days notice before taking a digitally sold game offline and must provide a patch or alternative version for continued access — and must offer refunds if doing so is not possible.
➡️ https://t.co/wCTTrNcWoh
CHEAP EXPLOSIONS is available on FAB !! 💥💥💥
Easy to use stylized explosions system, almost 100% computational noise based and PERFORMANCE FRIENDLY
Go craft your own big booms !!
🔗https://t.co/7PlirQCuiL
#indiedev#gamedev#VFX#UnrealEngine5
@HighEnergyA Would recommend using the volumetric height fog and a volume material on a big box attached to the ship. Some world noise and color variations would be nice too
@VictorMartins_D I think what you talk about is the common volumetric fog from unreal, I'm not using it in my exemple but as far as I remember you should have a draw distance setting in your height fog actor
@HighEnergyA Nope, honestly I do not recommend this method for a classic usecase as it's not very optimized. Perfect from mid distance - far away but horrible if you need to make the camera go through
@Partikill_VFX Pretty bad, that's why you want to keep the number of particles as low as possible. Clearly not the most performance friendly solution for a global usage
I've transfer the water shader by @JBL_GameDev he shared (Thank you so much) inside Unity and then combining it with my own masking shaders.
It's amazing!
VFX/Shader/Texture commisions are opens here : https://t.co/sLjKELMBm8 #gamedev#unity3d#vfx#indiedev#indiegamedev#Unity
🌊🌪️Created by Senior II VFX Artist, Gregory Oliveira da Silva, this is a stylized water tornado material made in Unreal 5! It uses scrolling textures and cleverly applies Fresnel gradients to simulate anime-style lighting.
#VFXFriday#VFX#realtimevfx#gamedev