Alpha Build 0.0.1.120 is live!
Embark on a journey through the Monastery zone and unravel its mysteries.
🔍 For a thorough exploration, consult our in-game "Alpha Tester's Guide" and don't miss a thing!
Be part of the Alpha: https://t.co/sjxtWxHZUk
#RootedTheGame#UE5
A 2000% depuis la sortie de l'alpha! Cette heatmap en temps réel nous retourne l'activité des joueurs. Lié à d'autres données, nous optimisons "en temps réel" le level design. C'est passionnant!
Tic Tac, Tic Tac - hear that? The countdown to ROOTED's Alpha has begun! Are you prepped and primed for some urbex action? The clock's ticking; the adventure awaits 🤠
Yes, we know about the water bottle that wants to escape from the bag 👀
#rootedthegame#ue5#survival
You can't even begin to imagine what lies in store here. But you'll be able to discover it very soon 👀
🔗 Links (Alpha registration & wishlist) in bio
#rootedthegame#indiegame#ue5
📣Introducing MetaHuman Animator, a new feature set that enables you to use an iPhone or stereo helmet-mounted camera to reproduce any facial performance as high-fidelity animation on #MetaHuman characters.
Watch the live demo now: https://t.co/GdVUSNS6MQ
#GDC23
Unreal Engine 5.2 preview is now available 🔥
Alongside feature refinements and stability improvements, UE5.2 pushes the boundaries of what creators can expect, delivering new functionality with cross-industry applications.
Learn more: https://t.co/mLcORnhkxI #UE5
The Epic Games Store is now open to all developers and publishers!
Read the blog to find out more about self-publishing on the Epic Games Store as well as the process, requirements, and how to get started: https://t.co/mRglelVGd6
.@unity released Ziva VFX 2.1 for Maya, replacing Discrete Collision Detection with Continuous Collision Detection, bringing the Curvature stiffness attribute to the zMaterial node, and adding support for Maya 2023.
Learn more: https://t.co/BnkCakTgNF
#animation#3dart#zivavfx
Snow: driving landscape, volumes and particles with a single ninja actor --- LIVE 1.8.5.5 released
4K video: https://t.co/pGuEWsbq3b
#FluidNinja#UE5#realtimeVFX#VFX#gamedev
I remember when I finished the anim system for TLOU2 combat doors, I thought “Maybe much. But it’s all done now. We have it and we gonna reuse it forever. Cause like what more one can possibly desire from this damned door? Right?“.
Oh boy
WAS. I. WRONG.
Found yesterday that making traces in #ue5.1 control rig is pretty cheap. The green square on the floor is the debug draw of 961 sphere traces executed every frame. You can see floor details. Without debug draw it runs at 120 fps (1/2)