Daniel

Daniel

@torkar.studio

Technical Artist and Programmer, PC hardware enthousiast, and gamer. Currently Senior Tech Artist at Behaviour Interactive. Made: Deliver us the Moon and Deliver us Mars. Opinions are my own. www.torkar.studio

302 followers445 following54 posts

Daniel reposted

I'm doing a contest! First person to get all 4 achievments in a single session (with video proof because you can use external tools to unlock them) wins USD$50 (via PayPal or Ko-Fi). First person to reply on this post with their video wins! #indiegame #gamedev #darkrooms

ACHIEVEMENTS UPDATE IS LIVE!!!!!! #gamedev #indiegame #darkrooms

Going to GDC next week, if anyone wants to meet for whatever reason, hit me up! I am mostly interested in Unreal, PCG, Optimization, maybe some Graphics Programming. Also generally I just like making games, I love to hear any development stories.

Daniel reposted

Hey! New article! This one's about the history of first person shooters, what makes 'em work, and why I like the shooters I like. It's also me lamenting how they've died, and talking a bit about why I want to go ahead and make one. docseuss.medium.com/first-person...

docseuss.medium.comfirst person shooters are extremely fun, but the industry rarely makes the ones i like anymoreThere’s something about that anticipation as your dropship passes over open ocean and the fighting on the beach comes into view…

Unreal 5 CVar tip: Slate.GameLayer.PlayerCanvasVisible Slate.GameLayer.ViewportSlotVisible Slate.GameLayer.DebugCanvasVisible Slate.GameLayer.AllCanvasesVisible These let you easily hide all/some of the UI, for a photomode, getting trailer shots, or whatever else you want!

Made a start on a sequel to the first game I've ever made before I was a professional. Now i have the skills to do it in 3D and with multiplayer:

Daniel reposted

Hello everyone! It's been a while. :) We would like to thank Time Extension for their recent article highlighting the current financial state of the GPS. We would like to expand on it somewhat and respond to some of the comments left by readers. www.timeextension.com/features/we-...

timeextension.comWe Might Be About To Lose A Powerful Force In The World Of Video Game Preservation"When you do the maths, we are completely out of cash in September"

Optimizing your game is an environmentally conscious activity and can save a ton of greenhouse gases. Also add a frame limiter, and stop rendering your 3D world behind full screen UI. SetEnableWorldRendering(bool) in Unreal.

In Unreal you can make specific nodes Development only with hotkeys. Go into your editor preferences and search for Nodes. You'll see entries for Enable Nodes (Always) and Enable Nodes (Development). I've set them to ctrl alt A and ctrl alt D. Enjoy! ✨ #Unreal #Blueprint

Tiny little shader thing: if you want to add components of a vector together, you can just dot product it with a vector of all 1's. Not always faster or slower, but especially in shader/material graphs I feel it looks better.

Daniel reposted

Absolutely massive collection of #unrealengine links by the #ue5study group, for everything from BP, Animation, Materials, UMG & C++, to publishing plugins on the Marketplace. It's in Japanese but there's an "EN" button at the top, if your browser doesn't auto-translate it. ue5study.com

ue5study.comUE5攻略リンクUnreal Engine 5 情報まとめサイト。散らばった情報をカテゴリーごとにできるだけ一覧しやすく、見つけやすくする。

I see a ton of forums with "optimized settings" for Unreal games, and one is the r.fastvram.* settings being set to 1. This will not help. It's a console variable meant for Xbox One originally. With its tiny (fast) ESRAM of 32MB. You can assign a texture to go in there if the GPU needs it a lot.

Reposting info from my Twitter: Did you know you can add a custom view mode to the buffer visualizations in #UnrealEngine ? In the project's DefaultEngine.ini you can add a few lines to add any Post Process material you've made. I used this for easily checking Ray Tracing cost. (1/3)

Make a material you want to use and add it to the DefaultEngine.ini like so: [Engine.BufferVisualizationMaterials] RayTracingCost=(Material="/Game/Developers/keoken16/M_PP_RTXCost.M_PP_RTXCost", Name=LOCTEXT("RTCostMat", "Ray Tracing Cost")) (2/3)

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