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Guess it is about time I do a post.

Grew up in the countryside of Sweden.

When not roaming around in the forest I played games on my big brothers Amiga & Commodore. We also owned the Intellivision console <3

Started developing games after I graduated with the goal to make games get closer to the art world.

As time passed I found myself getting more interested in the tech behind the craft.

Now I dedicate myself to pushing the limit and raising the bar within the VR field.

Since bloom is not viable when working with Quest apps, due to the heavy overhead cost, I'm thankful that tricks like the old vertex shader bloom effect has gotten a renaissance.
hollowdilnik.com/2022/06/20/do
It has its shortcomings but I think it is an elegant solution to a problem that most devs face when developing for mobile and vr.

MrBeam boosted
MrBeam boosted

Oh wow. Just came across a linkedin post where Nanite and Lumen work in VR in UE5.1 (apparently with some project settings finagling).

That is MUCH sooner than I was expecting, considering the response I got from Epic when I asked about it on UDN a while back.

linkedin.com/posts/alexcoulomb

We've created a workflow that utilizes the combined powers of lumen, vulkan, some custom made scripts & GPU lightmass.
This makes us able to edit lights in realtime, bake it in no time, while at the same time being able to instantly switch between static light & realtime when working.
This is nothing else than PURE GOLD!
Only one thing missing now & that is getting a couple more GPUs so we can get some of that juicy parallel processing algorithm over here.

How do people manage to develop games with unreal engine without SN-DBS?
Shader compiling time takes minutes with a couple of decent computers on the network instead of hours.

It's not often I long for writing a post mortem. Even though it is mid-project I want to be able to share and reflect on what kind of potholes we stumbled on and what we used to overcome it. I'm a strong believer of information & knowledge sharing.
I'm really glad about the workflow and systems were designing right now, utilizing all the goodies in UE5. Although a couple of old features is sadly missing.
Let's see if it holds up til the end, fingers crossed.

I really love custom primitive data that UE offers and the flexibility it brings but when developing for VR you usually want to bake things as much as possible therefore the use is somewhat limited. The variation it brings to our detail meshes is still valid and worth it though.

MrBeam boosted

Software occlusion is apparently deprecated in UE5. That is a pain since that was our go to occlusion solution in most of our VR projects. Visibility volumes is still valid luckily enough. Together with hlods, level instances and or own custom lod system we'll manage.
Still, sad news.

I'm a Blender user these days but maybe someone else will have use of my old 3dstudio tools.

1. Align View to Mesh Normal / Face Normal
2. Select Instances
3. Expert Mode With Command Panel
4. FUBAR Fix (Exports selected object to .obj format, reimports the object and replaces the old one.)
5. Reset Object (Resets pivot, adds reset Xform and collapses it.)
6. Flip Normals
7. Reset Object and Align Pivot to Ground
8. Align Object to Face

peterstrahle.dev/download/mxs.

A small collection of Blender tools that makes life easier.

1. Remove Vertex Groups
(Cleans the mesh from all vertex groups)
2. Align UV Vertices
3. Sharp Seams
(Marks seams with given angle and turns them instantly to sharp edges)
4. Skin Weight Tool
(Select all weights on selected submesh | Remove Unselected Weights | Remove Weights below given value.) Essential when working with a mesh that has a lot of submeshes.

peterstrahle.dev/download/ftg_

NITRO COMPILER AND CONVERTER
Part 2

When exporting mesh and animation data from 3d studio and intend to use Nintendos NITRO exporter, you have to convert the exported files into binary files. This tool provides a nice interface for the converter and the possibility to batch entire directories.

Download:
- peterstrahle.dev/download/nitr

Requirements:
- wxwidgets.org/
- python.org/
- gist.github.com/rlaphoenix/359

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It's a lovely thing to see something you created grow and being used for everyone's benefit.


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Guess it is about time I do a post.

Grew up in the countryside of Sweden.

When not roaming around in the forest I played games on my big brothers Amiga & Commodore. We also owned the Intellivision console <3

Started developing games after I graduated with the goal to make games get closer to the art world.

As time passed I found myself getting more interested in the tech behind the craft.

Now I dedicate myself to pushing the limit and raising the bar within the VR field.

NITRO COMPILER AND CONVERTER
Part 1

Tool created for Nintendo 3DS back in the day, the memories <3

Compiles Nintendo NITRO character data to binary format. Then walks through the source directory containing the character files, comparing them with the names in the target dir. When finding a match it compares the files, if they're different from each other it copies the source file to the target dir and commits for you.

MrBeam boosted

The Speedrun Challenges update is out now, and indeed it's a unique kind of , as well as a physical challenge quite unlike any other VR game: Racing through a treacherous temple using your own feet and body to navigate your way through.
store.steampowered.com/app/589

RT @benz145@twitter.com

I love the idea that speed runs in VR can be a physical challenge just as much as a strategic one. twitter.com/runevision/status/

🐦🔗: twitter.com/benz145/status/149

MrBeam boosted

@Paroxia Here's mine as a Developer Relations Engineer for #vr #gamedev

My job is to help people make their games better from a technical and design perspective!

Obsidian revolutionized my way of taking notes & how I structure information. Strongly recommend it to anyone that needs to keep things clear, dynamic & creative.
Got lucky enough to get to redesign how we share information internally. Created a streamlined system, as long as you get access to the top of the "stream", you will be able to flow your way further down with ease. In its core is Obsidian. Minimizing the usual "info-maze" devs struggle with.

obsidian.md/

Decal tool made with Blenders Geometry Nodes with the same principles as my mesh flipbook Houdini tool: mastodon.social/@MrBeam/108808
It creates a mesh from a texture with two materials, one for the opaque area and one for the transparent rim to minimize overdraw in our VR projects.
I'm using the Altermesh plugin to get it into Unreal Engine.

Tool that creates flipbook meshes from flipbook textures. Trims them tightly and applies two materials, one for the opaque surface and one for the transparent rim. Minimizes the overdraw that usually is a bottle neck in VR projects.
You can also use it to create cheap instanced decal meshes. And of course, you can use it to trim single particles that you want to trim. It works pretty well with both simple shapes and more advanced ones.

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