I submitted page-curl material to the following website.
I'd be happy to use it as a copy and paste or something.
link:https://t.co/AtKicISvOP
#ue5#material
RenderDoc v1.34 is now available!
This release contains a smaller improvements, as well as laying the groundwork and baseline for new features to come in later releases.
Full release notes: https://t.co/VEtT2YJSCJ
Binary builds: https://t.co/aK8hVBqImJ
@mirror2mask@siggraph I had many people ask me if I saw this talk. Yes, I did. What did I think? Well it's a Nanite clone with a few minor differences. If this was peer reviewed I expect it would be rejected due to lack of novelty but I have that gripe about many talks in this course over the years.
@Alfrednt_ You need to modify the Landscape HeightMap and then update renderdata and physical data. You can learn from the code implementation of the brush in the editor。Transform it to runtime
Did update a little section in the #GodofWarPC article with the proof of why i think "Adaptive Tessellation" was abandoned & not used fully anymore to deform the snow in #GodofWar & yet it is all on the shoulders of the SSP! 🤔
https://t.co/KPD87FDR7S
First look at Dynamic Diffuse Global Illumination (DDGI) in Wicked Engine:
https://t.co/tv0jvSmzcS
(DX12, Vulkan, software and hardware raytracing implementations)
Making a certain puzzle game with UE5 Niagara only.
I didn't want to use any Blueprint, so position and rotation are controlled by camera position at Viewport.
It's super extreme hard to play...
Happy holiday!🎉
#UE5 EA2 #Niagara#Grid2D#realtimeVFX#gamedev
My #procedural wall toy now has arches & sorta-paths 🚀 That was trickier to setup than I had anticipated 😅 But hey, gotta get that sweet XP in the compute shader skill tree 🧙♀️
#rustlang 🦀 #opengl#screenshotsaturday