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#gamedev

368 Beiträge283 Beteiligte48 Beiträge heute

GPU Skinning in #UnrealEngine immediately allocates vertex buffers for all LODs when using morphs.

Today I learned, that it is actually rather easy to allocate those buffers lazily (by modifying FSkeletalMeshObjectGPUSkin::InitMorphResources()). That way, skeletal mesh components that never take a big amount of screenspace can save a bit of VRAM.

We might be able to benefit form this in one of our projects, as many characters are never close to the camera.

Pretty happy right now that I added Gompl (my scripting tool) to Mops & Mobs, as it makes adding new interactions a breeze. In this case: when you interact with this pipe it executes code that asks for a wheel item in the inventory, if it doesn't exist it shows some dialog; if the item exists, remove it and activate (unhide) a wheel that can be used as a lever (which opens a barrier).

Much more a philosophical thought experiment than a #gamedev concept, but it has been on my mind all day.

Some kind of Mincraft-style open world of enormous scale where you can slowly build monuments that are protected from vandalism but will very slowly degrade unless maintained.
And done in a custom game engine designed to be as future proof as possible, with data saved in a way that can be converted to newer game engines that can run on future hardware. That can be forked for preservation.

Hi #portfolioday!

I'm a composer- I write fantasy, orchestral, piano music. I'm looking for work in games, film, and animation. Feel free to reach out!

➣ Contact and website: hollandalbright.com
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#composer #gamedev #gamemusic #dtm #rpg #indiedev #neoclassical #composition #fantasy #fantasymusic #music #musiccomposer #musiccomposition #rpgmusic #animationmusic #animemusic #anime #animation #animationdev #vgm #vgmusic #videogamemusic #videogames #sheetmusic #demoreel