Tim Oxley
@timoxley.bsky.social
Technical Director
C++ #gamedev #techart & #gamedesign in #UnrealEngine
Former #JS #TS specialist. CampJS & SingaporeJS founder
#NodeJS in Action coauthor
Lived 🇦🇺→🇸🇬→🇺🇸
Bad artist & musician #ADHD
Vegetarian
Father of 2 amazing girls
He/him
C++ #gamedev #techart & #gamedesign in #UnrealEngine
Former #JS #TS specialist. CampJS & SingaporeJS founder
#NodeJS in Action coauthor
Lived 🇦🇺→🇸🇬→🇺🇸
Bad artist & musician #ADHD
Vegetarian
Father of 2 amazing girls
He/him
I have the same model cat and can confirm, 100% sweet pie.
November 4, 2025 at 6:47 AM
I have the same model cat and can confirm, 100% sweet pie.
Any idea who this is? Nudibranch?
September 14, 2025 at 6:14 PM
Any idea who this is? Nudibranch?
@tomlooman.bsky.social trying to follow your perf course and this is driving me nuts.
August 8, 2025 at 6:43 PM
@tomlooman.bsky.social trying to follow your perf course and this is driving me nuts.
I don't understand anything anymore
July 3, 2025 at 12:38 PM
I don't understand anything anymore
Went outside to see if the guy was lost or something, to see flashing lights. Guy was pulled over just as he was arriving
April 15, 2025 at 12:28 AM
Went outside to see if the guy was lost or something, to see flashing lights. Guy was pulled over just as he was arriving
I had a pizza delivery last week. Sat like this for a long, long time...
April 15, 2025 at 12:28 AM
I had a pizza delivery last week. Sat like this for a long, long time...
Don't know who needs to hear this today, but teeth aren't bone www.tiktok.com/t/ZT2n5b36K/
en.wikipedia.org/wiki/Tooth#O...
en.wikipedia.org/wiki/Tooth#O...
March 24, 2025 at 4:52 PM
Don't know who needs to hear this today, but teeth aren't bone www.tiktok.com/t/ZT2n5b36K/
en.wikipedia.org/wiki/Tooth#O...
en.wikipedia.org/wiki/Tooth#O...
Love our HOA's gardeners.
March 14, 2025 at 2:30 AM
Love our HOA's gardeners.
Last year's mason bees started emerging yesterday. Cute little things, but they sure don't waste any time before getting down to business.
March 12, 2025 at 12:13 AM
Last year's mason bees started emerging yesterday. Cute little things, but they sure don't waste any time before getting down to business.
Example .uasset diff config for Plastic SCM:
"C:\Program Files\Epic Games\UE_5.5\Engine\Binaries\ThirdParty\Python3\Win64\python.exe" "C:\Path\To\MyProject\Plugins\perforce-uasset-diff\script\unreal_diff_uassets.py" "@sourcefile" "@destinationfile"
Note: change the paths for your system/project.
"C:\Program Files\Epic Games\UE_5.5\Engine\Binaries\ThirdParty\Python3\Win64\python.exe" "C:\Path\To\MyProject\Plugins\perforce-uasset-diff\script\unreal_diff_uassets.py" "@sourcefile" "@destinationfile"
Note: change the paths for your system/project.
February 28, 2025 at 3:45 PM
Example .uasset diff config for Plastic SCM:
"C:\Program Files\Epic Games\UE_5.5\Engine\Binaries\ThirdParty\Python3\Win64\python.exe" "C:\Path\To\MyProject\Plugins\perforce-uasset-diff\script\unreal_diff_uassets.py" "@sourcefile" "@destinationfile"
Note: change the paths for your system/project.
"C:\Program Files\Epic Games\UE_5.5\Engine\Binaries\ThirdParty\Python3\Win64\python.exe" "C:\Path\To\MyProject\Plugins\perforce-uasset-diff\script\unreal_diff_uassets.py" "@sourcefile" "@destinationfile"
Note: change the paths for your system/project.
And each one of the sections listed in the above TOC contains a bunch of relevant links: blog posts, videos, etc.
e.g. here's the one on "Enumerations"
ue5study.com/unrealengine...
e.g. here's the one on "Enumerations"
ue5study.com/unrealengine...
February 27, 2025 at 8:42 PM
And each one of the sections listed in the above TOC contains a bunch of relevant links: blog posts, videos, etc.
e.g. here's the one on "Enumerations"
ue5study.com/unrealengine...
e.g. here's the one on "Enumerations"
ue5study.com/unrealengine...
February 27, 2025 at 8:42 PM
I wonder if there's any weight in trying to argue that this would also ban circumcision.
January 29, 2025 at 12:31 AM
I wonder if there's any weight in trying to argue that this would also ban circumcision.
Ah this works for any reference to the current UCLASS in any .h|.cpp file, which means it also works for those verbose boilerplate macros like ATTRIBUTE_ACCESSORS
or DOREPLIFETIME. #unrealengine
or DOREPLIFETIME. #unrealengine
January 28, 2025 at 8:04 PM
Ah this works for any reference to the current UCLASS in any .h|.cpp file, which means it also works for those verbose boilerplate macros like ATTRIBUTE_ACCESSORS
or DOREPLIFETIME. #unrealengine
or DOREPLIFETIME. #unrealengine
TIL #unrealengine: a better way to do dynamic multicast delegate bindings without `&UPotentiallyVeryLongClassName::`
```cpp
OnMyEventDelegate.AddDynamic(this, &ThisClass::OnMyEventReceived);
```
Likely far shorter, makes copy/paste between classes trivial & isn't vulnerable to IDE refactoring bugs
```cpp
OnMyEventDelegate.AddDynamic(this, &ThisClass::OnMyEventReceived);
```
Likely far shorter, makes copy/paste between classes trivial & isn't vulnerable to IDE refactoring bugs
January 28, 2025 at 7:36 PM
TIL #unrealengine: a better way to do dynamic multicast delegate bindings without `&UPotentiallyVeryLongClassName::`
```cpp
OnMyEventDelegate.AddDynamic(this, &ThisClass::OnMyEventReceived);
```
Likely far shorter, makes copy/paste between classes trivial & isn't vulnerable to IDE refactoring bugs
```cpp
OnMyEventDelegate.AddDynamic(this, &ThisClass::OnMyEventReceived);
```
Likely far shorter, makes copy/paste between classes trivial & isn't vulnerable to IDE refactoring bugs
oh no, I followed all the gamedev starter lists in my starter list thread, you know, Practice What You Preach, but now I follow 10k+ accounts & I'm on a bunch of "following over 10k accounts" lists & finding myself blocked left right & center, damn it
January 10, 2025 at 12:46 AM
oh no, I followed all the gamedev starter lists in my starter list thread, you know, Practice What You Preach, but now I follow 10k+ accounts & I'm on a bunch of "following over 10k accounts" lists & finding myself blocked left right & center, damn it
3ColorBlend node helps but still never looks very good between the stops. You can add a "Curve Linear Color" object & grab the color from a curve asset where you can see the gradient and add additional color stops visually. You can then read the curve from BP & pass to the material as a parameter
January 3, 2025 at 4:48 PM
3ColorBlend node helps but still never looks very good between the stops. You can add a "Curve Linear Color" object & grab the color from a curve asset where you can see the gradient and add additional color stops visually. You can then read the curve from BP & pass to the material as a parameter
The mixbox talk is actually a really good intro to some basic colour theory, very clear explanations, highly recommend watching www.youtube.com/watch?v=_qa5...
e.g. I'd never thought about "pigment colour is just subsurface scattering" but of course it is!
e.g. I'd never thought about "pigment colour is just subsurface scattering" but of course it is!
January 3, 2025 at 4:16 PM
The mixbox talk is actually a really good intro to some basic colour theory, very clear explanations, highly recommend watching www.youtube.com/watch?v=_qa5...
e.g. I'd never thought about "pigment colour is just subsurface scattering" but of course it is!
e.g. I'd never thought about "pigment colour is just subsurface scattering" but of course it is!
To work around this I'll usually manually add a few intermediate colour stops or a custom gradient texture to have the colours be less... gross.
Yet to try it (there's no UE version as of right now) but mixbox looks like it will give a far more satisfying/intuitive colour lerp *automatically*
Yet to try it (there's no UE version as of right now) but mixbox looks like it will give a far more satisfying/intuitive colour lerp *automatically*
January 3, 2025 at 3:35 PM
To work around this I'll usually manually add a few intermediate colour stops or a custom gradient texture to have the colours be less... gross.
Yet to try it (there's no UE version as of right now) but mixbox looks like it will give a far more satisfying/intuitive colour lerp *automatically*
Yet to try it (there's no UE version as of right now) but mixbox looks like it will give a far more satisfying/intuitive colour lerp *automatically*
But you're not building a painting app, so how is this relevant to #gamedev? Colour lerps! I don't know about you, but colour lerps never produce satisfying results, even if you use a fancy colour space to lerp through. e.g. blue to yellow goes through a very unsatisfying grey
January 3, 2025 at 3:35 PM
But you're not building a painting app, so how is this relevant to #gamedev? Colour lerps! I don't know about you, but colour lerps never produce satisfying results, even if you use a fancy colour space to lerp through. e.g. blue to yellow goes through a very unsatisfying grey
And it's so simple, just a single shader and a LUT github.com/scrtwpns/mix...
January 3, 2025 at 3:35 PM
And it's so simple, just a single shader and a LUT github.com/scrtwpns/mix...