Dan Gant (Games & Unreal VFX)

Dan Gant (Games & Unreal VFX)

@dgant.bsky.social

make stuff or plotz

104 followers216 following166 posts

Okay now my wife is hooked on making spoonerisms and she came up with this brilliant one. Can you guess what's in the blanks? They have two phrases that are almost identical with the beginnings swapped. --- --- / --- --

I just made Belly Jeans! It's a game where you deduce the titles of 56 silly paintings. Play it in your browser or on your phone: dgant.itch.io/belly-jeans

I'm still touched and blown away by the reception to Belly Jeans so far. 3,500 people have played it 1,720 people have finished the tutorial puzzle 297 people have finished all 7 rooms 110 people have wishlisted the full game on Steam! store.steampowered.com/app/4913660/...

store.steampowered.comBelly Jeans on SteamDeduce the captions to silly paintings in an absurd museum full of wordplay, puns, and gags.

I just made Belly Jeans! It's a game where you deduce the titles of 56 silly paintings. Play it in your browser or on your phone: dgant.itch.io/belly-jeans

Get all my Unreal Engine shaders 30% off this week: www.fab.com/sellers/Dani...

fab.comFabFab is a digital marketplace that offers creators a single destination to discover, share, buy and sell high quality, real-time-ready game assets, environments, VFX, audio, animations, characters, plu...

I just released Enhanced Chromatic Aberration for Unreal Engine! Get high quality multisampling camera lens refraction inside the engine. Achieve filmic style with smooth blending and a full spectrum of colors:

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Unreal like most games does aberration by just splitting and the RGB channels. This produces hard edges and only extracts a few colors at a time. Enhanced Chromatic Aberration is on the bottom. You can see it extracts a full prismatic color spectrum with smooth lensing:

Chromatic aberration is a trait of physical camera lenses. They refract light so each color hits film/sensors at a different angle, especially towards the sides of the lens. Video games and virtual cinematography inject aberration to invoke the feeling of a lens. Before/after:

Dan Gant (Games & Unreal VFX) reposted

My plugin for #UnrealEngine is almost done! It lets you blend any mesh. Not just landscape, not PDO. This magic lets you blend anything!🤯 #GameArt #UE5 #GameDev

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Tricolor Palettizer: Choose a tricolor visual identity and shape your image around it. Shift colors towards your palette, or emphasize colors that already match it. CHROMIA uses the Oklab perceptual color space to make your color transitions silky.

Great puzzle games have a kinky kind of dom-sub flirtation thing going on where they dangle puzzles and solutions right in your face where they know you can't see them. The naughtiest most sexual game I've ever played is The Witness. M-rated stuff, 100% not for kids.

The thing I hate about Blue Prince is that the more I play Blue Prince the more I love Blue Prince and yet I would love Blue Prince more if I could play Blue Prince less while trying to play Blue Prince Blue Prince players know what I'm talking about

Here's the much-cheaper way to fade a shadow for these raymarched materials: Dithered shadows! They're not especially convincing but let you skip raymarching in the shadow pass entirely.

Raymarching updates: I used Inigo Quilez's blog (link below) to rewrite the raymarched material using fractal SDF noise. Now I'm trying to make it play nicely with Unreal's lighting. This is using shadow maps, with automatic cache invalidation enabled:

Raymarching updates: I used Inigo Quilez's blog (link below) to rewrite the raymarched material using fractal SDF noise. Now I'm trying to make it play nicely with Unreal's lighting. This is using shadow maps, with automatic cache invalidation enabled:

Raymarching improvements: - Take big steps until we cross the noise threshold - Binary search smaller steps to approach the exact threshold - Estimate normal via finite difference

This is EXPENSIVE! Like, unusably expensive. Every single light needs to repeat the raymarching in the shadow pass. Even with just the directional light, on RTX 4090: Shadows on: 40 FPS Shadows off: 120 FPS I've got a reasonable (if less pretty) approach I'll post later.

Source control should be the first thing a computer science curriculum teaches. When you can barely code, losing working code is backbreaking. Every day I see someone lose work. Don't even start with code. Write some haikus, change them, then look at your diffs and revert.

Yes, source control is a tool and not the point of the curriculum. But working without source control, especially as a noob, is working one-handed on a tightrope. You will be slower, overly cautious, and might fall off entirely. You will learn less. Or quit.

I'm still laughing about how terrible a word "octave" is. I'm dealing with noise functions, which deal with frequency in SPACE rather than TIME, as with music. So here we are in the space domain stuck with this nomenclature that doesn't even make sense in the time domain lol

An "octave" is a 2:1 frequency ratio, named after the 8 notes it contains after crossing 7 diatonic notes arbitrarily chosen from the 12 tone equal-tempered scale. Worst name ever.

I REGRET MY CHOICE OF DEBUG COLORS i think i'm gonna hurl very grateful the moon is not actually made of cheese

Froze time so I could take a closer look at the raymarched material. There's definitely a bug in my raymarching because the density changes when I pan up or down. I also need to research if there are nice & fast distance field noise functions I can use to march in fewer steps.

"Bubble tea will be a nice break from thinking about raymarching signed distance fields," I thought. The bubble tea:

Froze time so I could take a closer look at the raymarched material. There's definitely a bug in my raymarching because the density changes when I pan up or down. I also need to research if there are nice & fast distance field noise functions I can use to march in fewer steps.

Froze time so I could take a closer look at the raymarched material. There's definitely a bug in my raymarching because the density changes when I pan up or down. I also need to research if there are nice & fast distance field noise functions I can use to march in fewer steps.

Raymarching improvements: - Take big steps until we cross the noise threshold - Binary search smaller steps to approach the exact threshold - Estimate normal via finite difference

In particular, raymarching will let me solve the problem of "How do you depict an object that's partly across the threshold of a 4D portal?" My initial prototypes just cut it off and left a hollow interior, which looked super fakey and dully.

I'm marching with fixed-sized steps which is both ugly and slow. I need some kind of distance field noise function to calibrate the step size, so I test fewer points but more precisely. I think it'd be way faster AND generate smoother surfaces.

A common failure mode when people ask for programming help is not knowing what ingredients are required to solve a problem. No description of what they were doing Or what they expect Or even what's happening now And this reveals how people solve all kinds of life problems.