We have a date! #Spelunky2 is coming to Steam on September 29. Wishlist the game here to get a notification as soon as it releases:
https://t.co/c6WKBfDRsh
The walls are shifting once again...! 🍆
If you've never tried tri-cubic texture interpolation when ray-marching, give it a shot! It makes a massive difference for getting a smooth signal. Here's some Unity-compatible code: https://t.co/Y3Wtk2LFXC
Adapted from: https://t.co/9qYQy4No4F
I just published an article about how I implemented the real-time water caustics rendering 🙂
https://t.co/LMbFoTxudq
Retweet very much appreciated! I'd love to get some feedback from experts in the computer graphics field ☺️
@threejs_org@mrdoob@sea3dformat@evanwallace
In the 1920s-30s airship mooring masts were built in many countries. Without doubt the tallest mooring mast ever designed was the spire of the Empire State Building. The top pic shows British M.P.s walk onto an airship gangplank, in Cardington, England https://t.co/VyNoIqkspp
Some cloud experiments continued from #UE5#PS5 demo; here showing Flowmaps-3D function from 4.26. The Clouds are made from Curve Assets + hand painted density & flowmaps. Paint thunderstorms! Now as twitter video. Examples will be included in 4.26
#UE4#realtimevfx#cloudscape
I just can't stop appreciating how good dual contouring is at preserving sharp features even at low voxel density compared to marching cubes.
#MudBun#MadeWithUnity#GameDev#VFX
Among Trees is finally in Early Access on the Epic Game Store! It would mean the world to us if you would like to support us by purchasing a copy or sharing this post <3 @EpicGames link: https://t.co/OpZ2WfTPcN
Analytical (aka 'faked') Fluid simulation and bubbles. The fluid motion is only 3 sine waves controlled by a Float controlled by an FInterpTo in the blueprint. The bubbles are entirely procedural voronoi noise injected with the sine waves using a lagged Float. #UE4#realtimeVFX