🥳 New video up on my YT!
I’m showing how I hack around the Character Movement Component in Unreal Engine to build custom movement modes—all in Blueprints.
It’s a bit old school, but it still works like a charm for simple games! 😊
Posts by Maneth Bimsara
New video on my YT! 🥳
A 55-minute deep dive into God of War's dual-depth foliage interaction technique. ⬇️🧵
UE5.7 Nanite Foliage runs surprisingly well on RTX 3060. Tried optimizing ElectricDreams. Still not 60fps but much better than older UE. Sad that Nanite Foliage isn’t an optimization path for regular foliage instead a different paradigm based on Assembly and SkelMeshes...
A 🧵 on Bindless Textures in UE5!
In UE5.5, bindless textures seem to be non-experimental.
But they're still disabled by default, and entirely undocumented.
Enabling them should, in most cases, be a performance gain. Doing so will also let you 'bypass' the limits on unique SRV and samplers. 1/x
In Unreal you can make specific nodes Development only with hotkeys.
Go into your editor preferences and search for Nodes. You'll see entries for Enable Nodes (Always) and Enable Nodes (Development). I've set them to ctrl alt A and ctrl alt D. Enjoy! ✨
#Unreal #Blueprint
One of the things I'm adding in the upcoming Universal Wind Shader update is a fun math trick which takes your surface-aligned grass, and adjusts the geo to be 'world' up again (instead of local) using WPO.
This stops your grass from floating, without making it look like it's growing sideways!
Oh My Goose… The Unreal Fest Technical talk is now Live on UnrealEngine’s Youtube channel! Thank you EpicGames and TimSweeney for the wonderful opportunity to expand on Destruction! 🙏🙏🙏gamedev indiegamedev Joyshare😇 m.youtube.com/watch?v=Rt0R... Giantess Playground Epic Game Store
🥳 New Video Alert!
In this 15-min deep dive, I walk through an experimental scriptable tool I built that fetches textures in material light functions to paint light dynamically, all in-editor. Check it out! 🔥
Another Sunday project, Ravine, full Houdini -> Unreal workflow, scatters cached out and read by PCG, Hardware Lumen, Real-Time on 4090.
#EnvironmentArt #UE5 #UnrealEngine #GameDev #Houdini #Lookdev #Lighitng
This is perhaps the most under viewed Unreal Engine video. If you use UMG in Unreal you should really give it a view, Adrienne killed it with this! www.youtube.com/watch?v=0NHI...
new blog post: mgs3 and photorealisming the painterly game
www.joewintergreen.com/mgs3-and-pho...
I've just released version 1.1.0 of my #UE5 SDF Plugin. Now featuring some extra material functions, some basic materials and this nifty interactive explainer / examples / tutorial window
Windows binaries for 5.4, 5.5 and 5.6 up in github github.com/rtm223/RTMSDF
#gamedev #UnrealEngine
It is fucked up what they did to the headphone jack
Decided to check out how water is rendered in Counter-Strike 2.
Given how interactive water in CS2 is, I expected to see some cellular fluid simulation, but turns out they just use a low-resolution off-screen buffer with flat 2D decals used for various aspects of water. Reminds me of HL2 water :)
I'll be speaking at Nordic Game Jam next week!!
Made some more progress on my cozy little game and implemented a first version of temporal anti-aliasing.
Here's a video, although maybe not that visible in compressed videos.
#Blender #vfx #gamedev
Working on a free Blender addon that will eventually pack all baking techniques commonly used in the video game industry.
This video is a demonstration of the most basic technique: vertex animation textures, or VAT
good thread. rational level design is idiot shit.
Made some more progress on the realtime lighting for my cozy town building game.
This is a first test with screen space occlusion combined low frequency occlusion. Promising, but a whole bunch of things left to fix!
#UE5 Yay, my first compute shader dispatched in CPP. I won't say how long it took me to get it working because it'd be embarassing, but it's finally working. Good grief.
I spend a lot of time watching YouTube videos of people making things, and I think this video from BPS.Space is an important lesson for both physical and digital projects.
www.youtube.com/watch?v=4jgT...
Reposting this guide from twitter because I COOKED here. (and still refer to this at work even now!)
#UE5 #gamedev #indiedev
Saturday experiment. Three image widgets. Hover FX is done in a cheap UI material. More info in the thread 🧵
Ah this is neat! An open source library for accurately simulating colour mixing in pigments scrtwpns.com/mixbox/
Video below from the author explaining how/why every digital painting app gets this wrong by mixing colours additively, like lights
Happy & successful 2025 everyone!! ✨
A grey and white table titled: Formulas for Photoshop blending modes The subtitle says: Originally created by Rogelio Bernal Andreo "While some of the formulas are precisely what Photoshop does, others are just an approximated guess." What follows are rows of blend modes, including their forumlas, their commutavity, and additional info. A link to the full webpage with machine readable text is available at: https://web.archive.org/web/20210526073530/http://www.deepskycolors.com/archive/2010/04/21/formulas-for-Photoshop-blending-modes.html This link will also be posted in the replies.
Shader Artists!
Here's a super handy reference for the formulas behind Photoshop's blending modes✨
This, but also, the sanity of the people doing the lighting.
You’ve got to light this gorgeous masterpiece of an environment but currently you’ve accidentally made it ugly as shit with your crap lighting.
It looks like @unrealengine.bsky.social got you an early Christmas present! @flassari.bsky.social’s Myth-busting #UnrealEngind Best Practices talk is live on YouTube!
Any surprises in there? Do you think you’ll change about the way you work?
Any myths we missed?
youtu.be/S2olUc9zcB8?...
#UETips
“How’s twitter”