Stéphanie
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stephanierct.bsky.social
Stéphanie
@stephanierct.bsky.social
indie game dev.
Working on Departure. Wishlist ->
https://store.steampowered.com/app/3537220/Departure/
Added new types of chunks to gain even more speed.

Each of these critters store all their legs/wings chunks into a single ChunkArray making all their data sequential in memory.

Demo: github.com/StephanieRct...

Plugin: github.com/StephanieRct...

#gamedev #UE5 #UnrealEngine #screenshotsaturday
September 20, 2025 at 1:16 AM
Here's 512 of these little guys. Each has 16 segments, 2 legs per segment, 2 bones per leg.

A total of 8,192 body nodes and 32,768 articulated leg nodes updated in a single thread.

And it's GPU bound because of the 40,960 box instances it needs to render.

#gamedev #UE5 #UnrealEngine
September 14, 2025 at 3:19 PM
All the tests performance tests I'm running are on this 2017 CPU
September 6, 2025 at 4:00 PM
They have little articulated legs now, just need to animate them next.

That's 500 centipedes with 10 segments, 4 legs / segment, 3 nodes / leg.

it's a total of:
5,000 soft body nodes (bodies)
60,000 rigid body nodes (legs)
On a single thread.

#screenshotsaturday #UE5 #UnrealEngine #gamdev
September 6, 2025 at 3:57 PM
Just released a free open-source Unreal Engine 5 plugins that provides the bare minimum to enable you to write highly performant C++ code with a Data Oriented Programming approach.

Demo: github.com/StephanieRct...

Plugin:
github.com/StephanieRct...

#gamedev #UE5 #UnrealEngine
September 2, 2025 at 2:36 PM
Made this demo in Unreal Engine using my c++ ECS library. It simulates 10,000 soft body nodes super smoothly in a single CPU thread. #gamedev #UnrealEngine #UE5
August 31, 2025 at 12:12 PM
Render test for "bubble" universes
#gamedev
June 17, 2025 at 10:54 AM
love this game
June 3, 2025 at 2:30 AM
May 24, 2025 at 8:22 AM
May 18, 2025 at 7:04 AM
I'm putting way too much effort into making these maps but I think they're neat.
#X4Foundations
May 10, 2025 at 5:29 AM
I'm safe as long as I have my emotional support plant
#gamedev #departure
February 9, 2025 at 12:10 AM
Or playing Pog. #gamedev
January 10, 2025 at 9:02 AM
There's a few emergent behaviours from these controls.
Like juggling.
#gamedev
January 10, 2025 at 8:58 AM
Working on our new player controls for LateFee.
You can manipulate an object while holding 2 others. 💪
#gamedev
January 10, 2025 at 8:46 AM
Game Changing
December 27, 2024 at 1:36 AM
Another wtf Brianna-wu-ism
November 21, 2024 at 5:57 PM
November 12, 2024 at 6:13 AM
First draft of a side project I'm able to release as open-source.
It's a Math C# Unity package for common 3D transforms & primitive geometry built on top of Unity.Mathematics.
It can Raycast on all primitives and I hope to provide all the collision algorithms eventually.
github.com/StephanieRct...
November 7, 2024 at 4:39 AM
Graphic Design is my passion
October 19, 2024 at 11:20 PM
Now comparing to @unity3d.bsky.social own DOTS solution:
Same setup (11,008 DOTS entities vs 11,008 Pnc Nodes)
Transform Propagation:
*Entities: ~2.08ms
*PNC: ~0.44ms

PNC transform propagation is about 4 times faster than DOTS itself. ✨
September 23, 2024 at 9:53 PM
First screenshot: Managed update of all 11008 gameObjects shows 19.26ms
Second screenshot: PNC world update of all 11008 nodes shows 0.426ms.
September 23, 2024 at 9:41 PM
Simulating 256 of these "wigglers" with
@unity3d.bsky.social
GameObject vs PNC nodes.
A total of 11,008 game objects.
GameObject Update: ~19.26ms
PNC Update: ~0.426ms
These numbers fluctuate but we're talking about a speed boost in the 40-50x folds.
PNC as a lot of potential :)
#gamedev
September 23, 2024 at 9:38 PM
I was losing this battle so I figured I'd ram in it.
The tide turned and I'm winning.
But now I'm stuck in this Xenon ship and have to drag him to the repair station like that.
They're gonna be fuming. 😤
August 3, 2024 at 2:45 AM
On day twitter will stream movies and I, for one, welcome it.
March 13, 2024 at 12:03 AM