I figure I could do an #introductions too.
I'm Froyok / Fabrice Piquet, and I have been working on Substance Painter for almost 8 years, initially at Allegorithmic and now at Adobe.
In my spare time I play with the Unreal Engine, experiment with shaders and sometimes draw stuff. So it's mostly tech art oriented. :)
From time to time, I write articles on my website, often about Unreal: https://www.froyok.fr/articles.html
#gamedev #art #shader #ue4 #ue5 #unrealengine #substance #introduction
(1/x) My GDC talk "How (not) to create Textures for VFX" is online and available for FREE!
https://www.gdcvault.com/play/1027741/Visual-Effects-Summit-How-to
You can get Slides, Project Files (UE4 & 5.0) & more: https://gdc2022.simonschreibt.de
#GDC22 #gamedev #vfxtexture #vfx #realtimeVFX #UnrealEngine5 @Official_GDC@twitter.com #GDC
Got the base collisions in.
I ended-up building them in Tiled too by hand.
I suppose this could become be tedious in the long run, but I like the idea of freedom from the tileset itself that it gives.
Plus is as easy to parse as the tilesets themselves when exporting to the game.
"Unreal Engine 5 - Correct stateful replication"
#gamedev #unrealengine #ue5
https://vorixo.github.io/devtricks/stateful-events-multiplayer/
If you know how to do rigging, you're a wizard
The Linux port of Psychonauts 2 will land next week https://www.gamingonlinux.com/2022/05/the-linux-port-of-psychonauts-2-will-land-next-week/ #HumbleStore #NativeLinux #Adventure #Upcoming #Steam #GOG
A nice and quick overview of how Quaternions work: https://telegra.ph/Quaternion-deltaorientation-abstraction-05-18
While googling about how to do lighting and shadows in a 2D game, I stumbled upon this great blog post from the devs of "Graveyard Keeper", I highly recommend the reading: https://www.gamedeveloper.com/programming/graveyard-keeper-how-the-graphics-effects-are-made
Took a few tries, but I got the Jump Flood working an now have a Distance Field texture working ! :D
Just need to cleanup the pipeline now and integrate it in-game ! \0/
Before moving on to collisions (which I have prepped the data for it already, now I need to translate it into the game) I want to play a bit with water surfaces.
Right now I built a new set of tiles with transparency. The goal is to render the map as a black and white mask and then generated a distance field from the hole.
From there I should be able to generated dynamic shorelines. :)
I wrote about optimizing the new C++ based Blender OBJ importer, and it accidentally ventured into calling conventions topic. https://aras-p.info/blog/2022/05/12/speeding-up-blender-obj-import/
The advantage of using Substance Designer for building textures: using the height-map as a blending mask to make terrain/tiles transition for free.
Each time I want to build a new transition I just need to plug two materials together in a filter. :D
For example I store in Red and Green the center of each tile so that I can scale it up/down to hide the tiles seam because of the texture sampling.
Texture are simple enough that I don't need padding in them at all.
My python toolset parse the Tiled json file, build the mesh in a lua file, which I simply load at startup. And voilà !
UVs are directly set properly and I can use vertex color to get additional data.
Technically I ditched the idea of using a screenspace shader pass and went back to using dedicated polygons.
The nuance is that I precompute the mesh for each map, instead of using a generic mesh.
Finally made it work !
I'm walking on my map, yeay !
I made only the base layer work for now, next are the other layers. Then it will be collisions.
I write and explore stuff on Unreal Engine but also do little projects with Love2D. Speaking French/English.
#gamedev #art #unrealengine #substance (Twitter: @froyok)