I'm pleased to share with you my latest tutorial explaining how I implemented the Tire Deformation in Electric Dreams, the GDC demo of Epic Games :
https://t.co/hMDJZQEWDm
#UE5#Chaos#Niagara#Nanite#Shader#ElectricDreams#GDC2023
Waterfall breakdown time!
Been working on this waterfall material for the last few days, I want to share a few neat things and gotchas I found when working on it. It's not very complex of an effect, really just a few panning textures!
🧵1/n
Creating economies for games is hard. That's why our systems designer @DerELM0 decided to model the economy of our game IndusTree in @machinationsio, a tool to visualize resource flows in games.
Read more here:
🔖 https://t.co/i3kZLmGr7f
#gamedev#gamedesign#gamestudies
We are thrilled to announce that ChromaGun 2 has just been approved for a grant of 292,575 € from the Federal Ministry for Economic Affairs and Climate Action! 😍
Thanks for the support DLR, BMWK, government employees, and @game_verband!
#gamedev#gamesförderung
✨LAUNCH DAY ALERT ✨
Fall of Porcupine is OUT NOW on Steam, GOG, Epic Games and on consoles Nintendo Switch, PS4/PS5 and Xbox 🍂 Thank you so much for your support!
We hope you will enjoy the game 🧡
#fallofporcupine#indiedev#cozygame#criticalrabbit#indiegame
Today’s the day! Driftwood, our indie game about Eddy the adrenaline-addicted sloth, has launched into Early Access!
Thank you for all the love and continued support.
🦥🛹
We're just two guys who wanted to make our dream game -- we've made it!
https://t.co/8qrGNCFJS2
In #UE5.2 we have added Skin/Bone Weight support to UDynamicMesh, and a small library of GeometryScript functions for Skin/Bone Weight manipulation. For example this is a simple debug Actor that visualizes the weights for a selected bone index as vertex colors.
Another super useful addition to Geometry Scripting in #UE.2 are the new Mesh Surface Sampling functions. These compute packed sphere locations on a mesh surface, with a guarantee that that none of the spheres intersect. Great for scattering shapes on another surface.
#UnrealEngine 5.2 has Sequencer based caching for #Niagara simulations, including fluids! It is very easy to setup, and lets you do cool things like scrub a simulation in real time. For more, check out this short tutorial video:
https://t.co/UXcH9ujgmr