Also here’s my fire that I spent a lot of time creating. Comparing both my #unity and #UnrealEngine project was interesting but I enjoyed creating both versions of the fire even though they work in slightly different ways.
Enjoy!
https://t.co/3PxqYWfKwH
https://t.co/ydYzZub7Jn
Where there's smoke there's Torch 🔥
Our new tool from Ubisoft La Forge simulates smoke, fire, and other liquids for a more immersive and realistic experience in games. Hear more about what Torch does and how our teams are on the cutting-edge!
I've been working on improving fire propagation. Some materials like grass will now turn into ash when burnt and different types of voxels now have their own burn rates (leaves will burn faster than wood). #gamedev#indiedev#voxelgame#voxelart#voxel#procedural#UnrealEngine
Today, I announced my plan to retire from Nintendo, effective December 31, 2025. Nintendo has been an integral part of my life for 44 years, starting with Donkey Kong Arcade as a kid in college. It has been an honor to contribute to this incredible company and bring our beloved characters and worlds to fans through our video games, theme parks, and movie experiences. I extend my best wishes to Devon Pritchard as she leads Nintendo of America forward, and I thank all of you for your passion and support of Nintendo and you can count on me to remain a Nintendo fan!
Streamlined character workflows, enhanced fidelity and a new parametric body system make MetaHuman 5.6 the most powerful MetaHuman Creator ever.
Create more varied characters alongside a near infinite range of plausible body shapes and outfits that automatically resize to fit any body - all authored right inside Unreal Engine: https://t.co/GpfDNeTjyu
Black Eye v1.1 is here with some powerful new features: Bake, Cross Camera, and Multi-Subject Weights! Let’s take a closer look at the new Camera Bake function and how it streamlines your @UnrealEngine cinematic workflow. Black Eye is available on @fab