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Me and the boys when #EpicGames announced #UnrealEngine5
Unreal Engine 5.5 will support skeletal meshes with Nanite virtual geometry. The feature will be in preview (so for real games it's expected to be at least after ~5.7).

But it's still extremely impressive: Nanite is now supported for vegetation, landscapes, static meshes, and tesselation-like depth effect from the material itself. Animated characters are the last missing piece.

https://www.youtube.com/watch?v=-I1Y0s_tZa0 #UE5 #UnrealEngine
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Wow, someone actually compared Nanite vs LODs in Unreal Engine 5.6:

LODs are faster, less noisy, and spend much less memory.

The case is even more noticeable if you will try to compare Virtual Shadow Maps and the basic Shadow Maps. VSM has artifacts and consume much more resources.

https://www.youtube.com/watch?v=UP-dBjoc0vQ
#Renderin@GameDEV
#UnrealEngine@GameDEV
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In most cases you better avoid making hand-painted weights for wind distribution of every single plant, dammit!

You can simply use object-space to apply gradients from the origin based on height and distance from the stem. And apply the angle of the stem. Or at worst a mask that will apply more force to leaves.

https://www.youtube.com/watch?v=q8WL1Z1W4Gs
#IndieGames@GameDEV
#UnrealEngine@GameDEV
#Tutorials@GameDEV
#Blender@GameDEV
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