PunchesBears ㅎ㉨ㅎ @punchesbears
Robots, ML, Animation, VR, & vidya games. Working on a Space Game & #Wreckoons (a game about stealing trash & being an asshole). Profile doodle by @buenothebear PunchesBears.com punchesbears at gmail dot com Joined August 2015-
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the graphics debug options in UE are pretty amazing. these are just for nanite. I'm learning c++. what is happening to me.
unreal frogs, are the distant nanite terrain triangles supposed to be that small? i assumed distant geo would be lower res than this
I'm started learning Unreal. As a Unity dev of 8 years, are you kidding me? You can get this kind of realtime GI & reflections straight out the box in UE? No light probes/baking? what's the catch? this feels like a trap.
Early graphics test for the roguelite. Been learning a lot about edge detection and dithering. No idea if I'll end up keeping this specific set of shaders but it has been fun to experiment with! #indiegame #gamedev #pixelart
I finally played Cult of the Lamb. I spend all day killing forest monsters, come back to the compound and everyone is mad at ME? Little cat homie so upset he got demon eyes and spinny sank into a hell portal. c'mon guy, that was a bit extra.
well i guess it's time to download Roblox and learn how to add sunglasses to cube people. #GameEngines
#b3d #bnpr #animation (Porsche by lionharpstudios)
If you're not keeping up with AI, you're falling behind. You're done. DONE. Time to go lay in a ditch and wait for the dark embrace of forever night. Here's 10 things to help you prepare for haunting the spirit realm... 🧵
Open the pod bay doors, HAL. 🔴HAL: I'm sorry, Dave. As an AI Assistant, I'm afraid I can't do that.
i made a crab gang w/ reinforcement learning #mlagents
learning to descend gradients
game idea #287: roguelike beat 'em up where you play as a drunk dad fighting in the bleachers at a kids baseball game
i was shopping for lint rollers and saw this squanchy ass lookin cat
Nick Carver @NickDCarver
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2K Followers 0 FollowingGoblinz Publishing @GoblinzPub
30K Followers 328 Following Indie publisher specialized in strategy and management gamesLayerProcGen is a framework for layer-based procedural generation that's infinite, deterministic and contextual, that I'll release as open source later this year. Check out the documentation work in progress and let me know if you have questions! runevision.com/tech/layerproc… #ProcGen
Wooooo!!
Bring out the party poopers! Content Warning has now sold 1M copies on top of the 6.6M players that got the game for free! 🎉 Thank you all so much for liking our scary Iill game ♥️
I'm working on visualizations of how I'm using my LayerProcGen framework in my game. Layers building upon each other is how I can generate highly contextual features (like paths based on path-finding) that seamlessly cross chunk boundaries. #ProcGen
Hex Map 3.3.0 #unity3d #gamedev tutorial stores cell data differently and decouples map generation and visualization from the HexCell class: catlikecoding.com/unity/hex-map/…
It's alright.
@MajorMcDoom Alright I gotta ask: how long does the pose take to cook? Can you run a flock of Kung-fu penguins in realtime?
I love it when people genuinely love things out in the open. People learn to protect and be defensive because the world is sharp and pointy. People who can still love things openly are brave and should be protected at all costs.
@punchesbears It’s why Nanite wins at 4k… unlimited meshes, on draw (x material count)
@punchesbears I think it's set to go down to around 1 triangle per pixel to maintain max detail?
@punchesbears It aims for a triangle per-pixel, since theoretically you couldn't possibly draw more geometric detail than that.
@punchesbears This is awesome to see, welcome to Unreal :)))))
@punchesbears Totally normal. Depending on your geometry you’ll see em get chonkier when they get close. Far away it’s not uncommon for nanite to have triangles barely bigger than a few pixels. It’s a beast of a system. Still blows my mind every time I see it.
@punchesbears Nanite uses a custom compute shader software rasterizer (thing that draws triangles) that processes triangles in parallel instead of pixels. So it can have 128 triangles in lockstep, all writing small numbers of pixels. This means lots of tiny polygons is actually fine.
@punchesbears Yup, and the only reason the near-terrain polys aren't that small is the geometry isn't detailed enough. Nanite usually has pixel or sub pixel level geometry detail
@punchesbears It requires a lot of modern GPU features like 64-bit atomics, indirect dispatch, etc.. So it can't run on old/low end devices. But it is very fast and almost fixed cost on the machines that can run it. Nanite overdraw view is your best indicator for performance at a glance.
Skeletal nanite #UE5.5 No need to change source anymore, just add r.Nanite.AllowSkinnedMeshes=1 in defaultengine and enable nanite in persona