Developer, Gamer, Maker, Coolhunter, Adventurer! GameDev ToolMaker at github.com/DarknessFX Lang: PT,EN

Florida,USA Lisbon,PT Sampa,BR
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DFoundryFX and DFoundryFX_Example updated to UE 5.8 with Dear ImGui 1.92.8 and ImPlot 1.0 .
Big update to DFoundryFX plugin for Unreal Engine 5.6. Lots of fixes, performance improvements, code cleanup, DPI scaling fixed (I hope 🙏). Engine Tab is completed and functional again. 👍 == Free and open source at github.com/DarknessFX/DFound…
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モーションリファレンスのサイトを大改修して動き全般を見直して作り直しました。 motion-reference.takayustudi…
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NoGraphicsAPI is released (MIT license)! It's a low-level Vulkan 1.4 wrapper using latest extensions (BDA, descriptor heap, device address commands, unified image layouts) to get as close as possibly to my No Graphics API blog post and SIGGRAPH 26 talk. github.com/sebbbi/NoGraphics…
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Muhammad Anas and Alan Wolfe: A Texture Lookup Approach to Bézier Curve Evaluation on the GPU jcgt.org/published/0015/02/0…
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hello internet friends, I've (finally) released Cotangent2, the AI-accelerated Mesh & Texture editor I've been noodling on for ~2 years. It's the MIT-open-source spiritual successor to Meshmixer, built on Unreal Engine. Watch the vid, and then links in🧵...
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Shader To Human (GPC 2025) - a HLSL/GLSL library for debugging shaders piped.video/watch?v=jsFRJa8g… Video rerecording from Graphics Programming Conference 2025 graphicsprogrammingconferenc… GitHub: github.com/electronicarts/Sh…
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Intel XeSS plugin has been updated with support for Unreal Engine 5.8. github.com/GameTechDev/XeSSU…
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🎬 #HPG2026 Day 1 is LIVE! 🎤 Keynote: "Complex Models, Simple Solutions" — Patrick Cozzi & Sean Lilley ⚡ Hot3D: neural.slang · Papers: Ray Tracing & Denoising 📺 piped.video/live/h2V8YyfKCVs… #HighPerformanceGraphics #GPU #RayTracing
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『NINJA GAIDEN4』刺激的なゲーム背景を低コストで仕上げる技法。リソース管理の極意と内製ツール活用事例【GCC 2026】 gamemakers.jp/article/2026_0… クオリティ向上の優先順位が高い場所にリソースを集中させ、多彩なコンセプトのステージを効率的に制作。アーティスト主導の効率化ツール開発事例も紹介
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We are excited to announce our work on efficient precomputation for real-time global illumination, presented at EGSR'26 last week! Learn more: repo-sam.inria.fr/nerphys/pb…. This work was conducted with @SimonLUCAS_CG and @GDrettakis. Funded by the ERC Advanced Grant NERPHYS.
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I just released a tutorial teaching you how to make an Options Menu in Unreal Engine 5! I spent weeks streamlining it to make sure the video is short and easy to understand, while keeping the systems clean and expandable! piped.video/XWmM64HtJFI
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ということで公開しました デカールで手軽に使える影付き疑似ポイントライトの実験的なマテリアルをシェアします! ScreenSpace Raymarched Decal Light for UE5 3dnchu.com/archives/screensp… #UE5
スクリーンスペース レイマーチングで デカール疑似影+ポイントライト 当時中途半端に作って放置してたけど 問題箇所をAIが一発で解決してくれた… #UE5 #UE5Study
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High-Performance Real-Time Implicit Strand-Based Hair Rendering via Software Rasterization Lukas Lipp, Adrian Jarabo, Michael Wimmer, Lukas Bode arxiv.org/abs/2607.04230 Abstract; In this work we propose an efficient deferred software rasterization pipeline for real-time rendering of strand-based hair using hair meshes. Hair plays a crucial role in creating expressive 3D characters, yet strand-based approaches are often restricted to high-end hardware and typically applied to only a small number of hero characters. Hair meshes have proven to be an efficient representation capable of handling a wide variety of groom styles, but existing mesh shader-based implementations still suffer from significant bottlenecks. In this work, we address these limitations with a software rasterization approach that improves performance and compatibility. Our method enables efficient far-field strand-based hair rendering-even at a single sample per pixel-by combining deferred shading with a strand filtering and reconstruction step, while requiring only minimal hardware support. To further enhance scalability, we introduce a level-of-detail (LOD) scheme that adapts hair representation and shading complexity based on viewing distance and screen-space coverage, reducing computational cost further while preserving visual fidelity. To the best of our knowledge, this is the first approach to achieve this combination of efficiency, flexibility, scalability, and broad hardware compatibility.
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Kayvon Fatahalian's incredible I3D 2026 Keynote: "Let's not forget... Creating great Interactive 3D worlds requires designing great interactions." is now available on our YouTube channel: piped.video/2saysRbaOX0. #I3D2026
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With just three paragraphs in a blog post, Sony signals the end of physical media for PlayStation. It's the lead story in the latest DF Direct Weekly: piped.video/vcpjiMcAyoU
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Super quick test, but: Yes, Box3D can be built for WebAssembly (Emscripten). Just turn off SIMD with BOX3D_DISABLE_SIMD.
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【Optimized + Bug Fix】Break Grass Transition. Optimized the previous WIP version. Fixed a bug where the screen was being stretched vertically. Still uses Custom nodes, so there's a limit to how much it can be optimized, but it should be lighter than before. Might be useful to someone. copy & paste here : blueprintue.com/blueprint/7b… Used texture: drive.google.com/file/d/16gr… #UE5 以前WIPで投稿したGlass Shattering Transitionを最適化。画面が縦に引き伸ばされていたバグも修正。 Customノードも使っているので最適化には限界がありますが、以前よりは軽くなったはず。完ぺきではないが 誰かの役に立つかもしれないので共有。 ノードとテクスチャへのリンクは上から。
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