Formerly: NVIDIA, id Software, CD PROJEKT RED, Saxo Bank
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- ProceduralMeshComponent
- CustomMeshComponent
- DynamicMeshComponent
Apparently starting with UE5 we should be using DynamicMeshComponent. The other two are legacy.
- ProceduralMeshComponent
- CustomMeshComponent
- DynamicMeshComponent
Apparently starting with UE5 we should be using DynamicMeshComponent. The other two are legacy.
medium.com/@manning.w27...
medium.com/@manning.w27...
Yes there's no fancy sim - it just uses a water interaction buffer as a target for the particle system rendering, so we could use the power of particle system we already have.
Given how interactive water in CS2 is, I expected to see some cellular fluid simulation, but turns out they just use a low-resolution off-screen buffer with flat 2D decals used for various aspects of water. Reminds me of HL2 water :)
Yes there's no fancy sim - it just uses a water interaction buffer as a target for the particle system rendering, so we could use the power of particle system we already have.
YES :).
I've been working on a *very* comprehensive video course on math used in video games programming (~30-35 hours). The first part (~10 hours) is up for grab for FREE.
Have a look: wojtsterna.com/math-for-3d-...
YES :).
I've been working on a *very* comprehensive video course on math used in video games programming (~30-35 hours). The first part (~10 hours) is up for grab for FREE.
Have a look: wojtsterna.com/math-for-3d-...
This guy has a few great posts about custom (C++) rendering in Unreal Engine:
thegraphicguysquall.wordpress.com
Like this one for example:
t.co/NJmeI1gY7I
This guy has a few great posts about custom (C++) rendering in Unreal Engine:
thegraphicguysquall.wordpress.com
Like this one for example:
t.co/NJmeI1gY7I
If your Shadow Depths pass is expensive and unstable (varies 2-8 ms if you move the camera around), here are some possible reasons:
- The landscape cast shadows
- r.Nanite.Tessellation is on
- Static meshes using WPO with ShadowCacheInvalidationBehavior=Auto
If your Shadow Depths pass is expensive and unstable (varies 2-8 ms if you move the camera around), here are some possible reasons:
- The landscape cast shadows
- r.Nanite.Tessellation is on
- Static meshes using WPO with ShadowCacheInvalidationBehavior=Auto