Well, the blurring seems caused by UV discontinuities.
Seems i need calculate the UV derivatives before scramble the UVs and pass them into TextureSample.
Posts by Davit Masia - GameDev & PixelArt
Yep, noise texture is already in nearest and using mip absolut=0 full resolution, to avoid any soften and give correct results, without that does wrong.
Seems i need calculate the UV derivatives (gradients) before scramble the UVs and pass them into TextureSample
Somebody knows whats wrong here?
Is for a custom code inside Unreal Engine, to scramble tiles and rotate random. The problem is when i rotate tiles or the noise the visuals got blurred.
Any idea what can be the problem? Raw text:
pastebin.com/LjmfVW5c
#UnrealEngine #UE5 #Gamedev #Indiedev
Yeas, they are CC0 so you can use everywhere you want after purchase.
Some UI work. Settings on menu and ingame.
Im trying to do them clean like Dirt Rally 2 or the new AC rally, still provisional but final should be close to this.
What you think?
#UnrealEngine #UE5 #Gamedev #Indiedev
Some UI work. Settings on menu and ingame.
Im trying to do them clean like Dirt Rally 2 or the new AC rally, still provisional but final should be close to this.
What you think?
#UnrealEngine #UE5 #Gamedev #Indiedev
Great thanks!
@kenney.nl Hey! im using a UI template from FAB in UE that uses your input icons for my racing game, this one:
www.fab.com/listings/4ef...
Checked your input prompts site, but no steering wheel related?, here some screenshots for Dirt Rally 2 setup to get an idea. Or im missing some pack?
Somebody know how to get all styles from Bahnschrift?
Is a font that comes with windows, checked and with double click you enter to check all them, but no matter which one is also "light" style. if i try to copy-paste it does 15 times the same file, same style. ¿?
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Good luck with the sales!
Spread the Word! Last Man Sitting is out!
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Looking an algorithm to fill a grid with tiles.
Rule: Same tiles placed at most distance between them.
In UE, the main issue is the algo has many constraints in the shader, mainly the 'no memory' part.
So, what method and algo should be used to achieve that?
#UnrealEngine #UE5 #Gamedev #Indiedev
Looking an algorithm to fill a grid with tiles.
Rule: Same tiles placed at most distance between them.
In UE, the main issue is the algo has many constraints in the shader, mainly the 'no memory' part.
So, what method and algo should be used to achieve that?
#UnrealEngine #UE5 #Gamedev #Indiedev
Thanks! will check!
Is possible import external cars like Assetto Corsa does in UE?
I know it can be a complex task, but wonder if possible and if any UE game did it before? Found assets to import stuff like:
www.fab.com/listings/45f...
Any idea?
#UnrealEngine #UE5 #Gamedev #Indiedev
Already saw that, afaik it uses a specific solution for both cases, not a general solution for any case like textures.
Btw, i have almost fixed with complex derivatives.
Somebody knows how to fix the flickering on distance?
In fact there is also on tiles near the camera.
Im Using MipValueMode: Derivatives with DDX/DDY to fix some issues but it does this. Any idea?
#UnrealEngine #UE5 #Gamedev #Indiedev
Well, to be clear, more than "Best Randomization", is a better algorithm, to make it place the same tiles as most cell separated between them as possible.
To avoid like in the video placing the same tile even 7 times horizontal or vertical in edge cases.
Looking for the best tile randomization for UE 5.7
Our actual one is based on this video
www.youtube.com/watch?app=de...
But is very basic and can place same tile together even 7 times in edge cases. Somebody knows a better algo?
#UnrealEngine #UE5 #Gamedev #Indiedev
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Now includes a 5000 Retro SFX pack
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Best unwrap for a complete wheel? 2k, Diff+Norm+ORM
Rim | Rubber | Caliper | Brake Disk | Wheel Hub | Screws.
What you think?
If any other, let me know. #3D
Also, besides Inset, Tiling, MirrorXY..
There is no tile constraint per axis?
Like a minecraft cube, additional checkboxes for:
+X, -X, +Y, -Y, +Z, -Z
So on rand, it will place the grass tiles on top, grass+ground on sides and ground in bottom automatically. Instead of a cubemap a 4x4 squared grid
@kronok.bsky.social Hi, in your video:
www.youtube.com/watch?v=ggri...
At 8:27, after rand, does a bad combination that needs fixed manually, Still on last version?
I mean, after rand, a condition that checks horizontal & vertical neighbors to detect same tile +MirrorXY, to fix auto.
But that for lightmaps right? Im using dynamic lights and shadow maps.
Trying to remove the leaking light in some objects.
With Contact Shadow Lenght (0.02),
Reduces last leaking but generates some artifacts.
Alternatives? Actual setup attached.
#UnrealEngine #UE5 #Gamedev #Indiedev
Trying to remove the leaking light in some objects.
With Contact Shadow Lenght (0.02),
Reduces last leaking but generates some artifacts.
Alternatives? Actual setup attached.
#UnrealEngine #UE5 #Gamedev #Indiedev