Added some optimizations for updating connectivity info.
Still using shapematching + connectivity info to group pieces at runtime.
Also tried a basic constraint based setup but performance was quite bad (graph coloring kind of explodes for these type of setups)
#Niagara#UE5
I re-wrote some tech from my time as CTO at Counterplay Games. First up: 💥 Niagara Destruction Driver - turn #ue5 chaos assets into fast GPU simulated destructible meshes driven by #niagara particles.
https://t.co/qAYSzGftBf
More in 🧵
Godot 4 multiplayer template with VoIP
We have released a ready to go template project on github under MIT license
#GodotEngine#madewithgodot#godot#mit
Still working on those public domain (CC0) input prompts, tackling Steam Deck and PlayStation. Please note; nothing is final yet. There's a lot of icons, but I also want to make sure they're as good as can be 🎮
#UnrealEngine5#UE5#gamedev#realtimeVFX
🥳It's out!!! https://t.co/OMVmJGtx4u
Here's a 30min-long demo of my custom waterfall generation tool, PLUS almost 1h30 of a thorough technical breakdown and tips & tricks on all the cool UE features that allowed me to build this!