Learning about tree growth and trying to make an insanely fast renderer that can draw tons of trees at any stage in their growth cycle.
While down the rabbit hole, I found this awesome book with lots of neat ideas- The Algorithmic Beauty of Plants
https://t.co/rtQVCaOEpT
See how mud can be visualized with FluidNinja LIVE-2, a recently released version of the real-time fluid simulation tool for Unreal Engine 5 by developer Andras Ketzer.
The tool was previously used in Clair Obscur: Expedition 33 and Dune: Awakening: https://t.co/Lru6kH369U
Wild AnimGen Example project just appeared on Fab.
It trains ML based animation controllers directly in #ue5 and evaluates them at runtime. Sample project includes a retrainable player controller and a pretrained NPC controller with wide style variety and prop support. Unfortunately, NPC one seems like not editable.
I guess this gives some idea about where anim systems are currently headed.
#gamedev #gameanimation
spore was the biggest disappointment of my youth and I aim to fix that even if I have to do it myself. check out these procedurally animated (arbitrary!!) skeletons https://t.co/BStpjVejXn
i feel so torn up that SO MUCH of my knowledge is now useless? every single C trick i've ever learned. my encyclopaedic knowledge of the verilog standard. all the maths i ever learned. what was it all for. :( my entire pre-LLM output is like a few months of clauding. like wtf.
The ADHD urge to buy a thing, watch all the videos about the thing, religiously track shipping until it finally arrives, excitedly open the shipping box to get to the thing, then place the thing somewhere random and forget about it for 3-60 months.
Filling the gaps among splats with meshes or ray-marched surfaces. The data & acceleration structures are already there. Doing both splats & fill in one single pipeline is cheaper than doing them in two separate pipelines.
#MudBun#GameDev#MadeWIthUnity#VFX