My erosion filter is out! Video, blog post, and shader source.
It emulates erosion without simulation, so it's fast, GPU friendly, and trivial to generate in chunks.
Explainer video:
https://t.co/4PbOmFNfDf
Companion blog post:
https://t.co/JkLbHHdMBC
#ProcGen#vfx#GameDev
@Titan_GStudio We open sourced all of Duelyst (including sprites) as CC0 on GitHub so itโs cool to see that folks are using the assets in their own games
@OutoftheboxP Unfortunately just a react remotion explainer animation; going to try to get Claude to turn it into something similar to ship as a live debug view.
I re-wrote some tech from my time as CTO at Counterplay Games. Gameplay Work Balancer - a #ue5 plugin that helps you spread work (time slice it) across multiple frames. A helpful #gamedev tool to maintain stable FPS.
https://t.co/DnJlHNfCvZ
More in ๐งต
I had a lot of fun revisiting this concept. Roadmap:
- Improve singleton lifecycle to be on a per-world basis vs. global.
- Provide a promise/future based interface in addition to delegates.
- Render a visual debugger to the screen.
- Add an optional re-prioritization extension.