MVVM & Databinding for Unity3d
Loxodon.Framework is a powerful tool for your game development. It helps you make games more easily. It has a powerful data binding features and completely separates your game view and game logic. Don't you try?
https://t.co/NsBFiM0Kaq
Sebastian Schaefer presented Storm HydroFX, an awesome standalone app featuring a new GPU-based FLIP fluid solver.
You can try it in beta: https://t.co/1sNLHSVrRK
We love this, Vladimir Marychev! 😍 Vladimir is a Motion Designer exploring the intersection of natural and artificial, driven by experimentation to push creative boundaries. He created this "Blue Flame" using #Houdini.
Pleased to announce the release of iCity 1.6.2 🎉
This update delivers major performance improvements, a more readable UI, an expanded assets library, and a theme remaster. Huge thanks to Mohammed for updating the new UI 👏
#Blender#GeometryNodes#3D#ProceduralDesign
New Unreal 5.6 River tools used in The Witcher 4 demo make it easy to add water simulation to a landscape - it realistically collides, generates whitewater, and even supports buoyancy for floating objects. All in real-time.
Tutorials have been added to the Unreal Megabundle.
#geometrynodes Ok I accidentally made quite simple Adaptive Subdivision with gnodes. Not just recursive but something that leaves no vertex hanging by itself. #b3d
Creating a procedural wall is only one of many things you could do with the tools inside the @UnrealEngine plugin Dash.
If you want to see a video collection of our favorite Dash showcases, comment below!
Create realistic characters with HumanPro, Khanh Vo's Blender add-on that will help you make detailed skin textures and complex wrinkles.
Grab it: https://t.co/zj3fwzMV1v
3D versus final version of our opening shot, following the blossom from the spirit realm that finds itself in Ionia, kicking off their Spirit Blossom Festival.
I'm working on a river system update: delete and regenerate paths with flowing water, rocks, and waterfalls. Sound adapts based on position using 2-3 AudioSources. If this sounds interesting you can help me keep development going by buying a $5 game at https://t.co/S9V97FX32f❤️
We've finished a custom solution that lets millions of scattered objects across the terrain be interacted with.
An AI on the far side of the map can gather rocks or cut down trees — and the player will see the changes happen
Truck vs. muddy water real-time LiquiGen sim brought into Unreal as alembic + Niagara foam. Full process tutorial will be inside my LiquiGen 1.0 beginner course launching this summer. Join the waitlist - link is in bio.
Just got a first version of roof tile generation working for my cozy town building game! Were lots of details to solve to make it work with all the irregular roof shapes in the game!
Next step is to make the tiles more detailed. Right now they are simply drawn as cylinders.