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Ghislain Girardot

@ghislaingir

UE content creator, specialized in tech art. I don't share my opinion much.

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13.11.2023
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Latest posts by Ghislain Girardot @ghislaingir

Thanks Christian, much appreciated!
I'm joining Blue Twelve, the team behind Stray :)

22.02.2026 11:29 πŸ‘ 5 πŸ” 0 πŸ’¬ 0 πŸ“Œ 0

Thank you for the past five (or so) years.

It’s been a pleasure discussing with each and every one of you, and I’m truly humbled by your support and generosity πŸ™

Much love,
Ghislain

21.02.2026 22:08 πŸ‘ 9 πŸ” 0 πŸ’¬ 1 πŸ“Œ 0
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Get more from Ghislain Girardot on Patreon creating educational UE projects and a video game!

I’ll also try to release as many of my remaining WIP projects as I can tomorrow on Patreon.

www.patreon.com/c/GhislainGir

21.02.2026 22:08 πŸ‘ 5 πŸ” 0 πŸ’¬ 1 πŸ“Œ 0

My Patreon will remain active, as it contains 5 years of work and hundreds of up-to-date UE projects, most of which are still very relevant despite the major workflow shifts introduced with UE5.

21.02.2026 22:08 πŸ‘ 3 πŸ” 0 πŸ’¬ 1 πŸ“Œ 0

Once again, thank you all so much for the love and support over the past few years.
It genuinely reshaped my life πŸ₯°

21.02.2026 22:08 πŸ‘ 5 πŸ” 0 πŸ’¬ 1 πŸ“Œ 0

As many of you already know, I’ll be starting a new job on Monday β€” and that’ll be it for me πŸ₯²

No new content for the foreseeable future.

21.02.2026 22:08 πŸ‘ 5 πŸ” 0 πŸ’¬ 1 πŸ“Œ 0
Understanding C++ Compute Shader Dispatch and RDG in Unreal Engine
Understanding C++ Compute Shader Dispatch and RDG in Unreal Engine YouTube video by Ghislain Girardot

This was long overdue and took wayyyyy too long to produce, but here it is.

There are still a few knowledge gaps I was hoping to fill, but I ran out of time.
πŸ“Ί Watch here:
www.youtube.com/watch?v=NxIa...

21.02.2026 22:08 πŸ‘ 9 πŸ” 2 πŸ’¬ 1 πŸ“Œ 0

πŸ₯³ That’s it β€” my new and final video is live on YouTube!

In this 2h15 deep dive, I try to summarize everything I’ve learned over the past two months while diving head-first into C++ compute shader dispatch in UE and RDG.

21.02.2026 22:08 πŸ‘ 16 πŸ” 1 πŸ’¬ 1 πŸ“Œ 0

Thanks, that's handy. I knew alignment was a big topic haha but I never faced an actual issue because of it until now. I'll have to learn how to make better use of VS debug tools/RenderDoc. Could by handy...

13.01.2026 15:04 πŸ‘ 0 πŸ” 0 πŸ’¬ 0 πŸ“Œ 0

Thanks. I'll have to see what Visual Studio offers for debugging structs :) I'll have to take a look at RenderDoc as well hehe

13.01.2026 15:02 πŸ‘ 0 πŸ” 0 πŸ’¬ 0 πŸ“Œ 0

Roger that. But there's a broader understanding to have here I suppose. Using three float2 would be equally troublesome here, I think πŸ€” Struct would still be padded to be 16bits aligned.

13.01.2026 12:39 πŸ‘ 0 πŸ” 0 πŸ’¬ 1 πŸ“Œ 0

Noted, thanks!

13.01.2026 12:37 πŸ‘ 2 πŸ” 0 πŸ’¬ 0 πŸ“Œ 0

I'm a bit puzzled. Anyone care to explain what's going on like I'm a 5years old? πŸ₯²What are the best practices to avoid getting owned again in the future? ty :d

13.01.2026 10:51 πŸ‘ 1 πŸ” 0 πŸ’¬ 2 πŸ“Œ 0

At first I tried to add a float pad_ after float3 Location; and float3 Extent; in the HLSL struct but this didn't work. I suspect that's not where the compiler is adding padding to the CPP struct? Adding padding to both structs did work.

13.01.2026 10:51 πŸ‘ 1 πŸ” 0 πŸ’¬ 1 πŸ“Œ 0

FVector3f says its 12bytes/4bytes aligned, FVector4f says its 16/16. I expected the struct size to be 40bytes but it's 48. I suppose the use of a FVector4f forces the whole struct to be 16bytes aligned?

13.01.2026 10:51 πŸ‘ 1 πŸ” 0 πŸ’¬ 1 πŸ“Œ 0
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oof, I got owned so hard. First time trying to use a struct in a compute shader. Things did not go as planned... After an entire day of debugging, structs could be the only culprit. This causes alignment issues. Using float4/FVector4f fixes it

13.01.2026 10:51 πŸ‘ 5 πŸ” 0 πŸ’¬ 2 πŸ“Œ 0
A strand based hair simulation running on GPU
A strand based hair simulation running on GPU YouTube video by Jorrit Rouwe

A sneak peak of what I've been working on: A strand based hair system for Jolt Physics (WIP): youtu.be/Rl19G0c003o

10.01.2026 21:07 πŸ‘ 85 πŸ” 17 πŸ’¬ 4 πŸ“Œ 0

Anyway, I hope you all had great holidays πŸ₯°

Happy new year!! Cheers.

02.01.2026 22:48 πŸ‘ 0 πŸ” 0 πŸ’¬ 0 πŸ“Œ 0

It feels like a nice way to end my UE content creator journey. I kinda started with water, so I'll end with water I guess =)
I'm hoping to do more stuff with interactive foliage before that though

02.01.2026 22:48 πŸ‘ 2 πŸ” 0 πŸ’¬ 1 πŸ“Œ 0
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GitHub - tigershan1130/UE4_FFT_Ocean: FFT Ocean 4.26 FFT Ocean 4.26. Contribute to tigershan1130/UE4_FFT_Ocean development by creating an account on GitHub.

This helped immensely: github.com/2Retr0/Godot...
This as well: github.com/tigershan113...
And that one, ofc: dev.epicgames.com/community/le...

02.01.2026 22:48 πŸ‘ 0 πŸ” 0 πŸ’¬ 1 πŸ“Œ 0

Next:
- Get a better understanding of the many existing FFT GPU/CPU algos
- Cascades
- Foam & velocity
- Splashes
- Copy UE's water quad tree
- GPU Readback
- Get more comfortable with UE's RHI
- Clean code
- Try using UE's FFTGPU
- Make a video about it before end of February :|

02.01.2026 22:48 πŸ‘ 0 πŸ” 0 πŸ’¬ 1 πŸ“Œ 0
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Holidays side project. I'm trying to join the FFT ocean gangπŸ˜…
I'm now at least somewhat more comfortable with various GPU programming paradigms and UE's RHI & CPP compute shader dispatchs, but I've so many questions stillπŸ˜…

02.01.2026 22:48 πŸ‘ 16 πŸ” 1 πŸ’¬ 1 πŸ“Œ 0
Preview
Get more from Ghislain Girardot on Patreon creating educational UE projects and a video game!

Files are available as a Tier 3 reward on my Patreon:
www.patreon.com/c/GhislainGir

Thanks for the support <3
Cheers

21.12.2025 22:34 πŸ‘ 0 πŸ” 0 πŸ’¬ 0 πŸ“Œ 0
In-Depth Look at a Unique Approach to Foliage Interaction
In-Depth Look at a Unique Approach to Foliage Interaction YouTube video by Ghislain Girardot

www.youtube.com/watch?v=tDBA...

21.12.2025 22:34 πŸ‘ 3 πŸ” 1 πŸ’¬ 1 πŸ“Œ 0
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New video on my YT! πŸ₯³

A 55-minute deep dive into God of War's dual-depth foliage interaction technique. β¬‡οΈπŸ§΅

21.12.2025 22:34 πŸ‘ 8 πŸ” 1 πŸ’¬ 1 πŸ“Œ 0

I don't know :D

20.12.2025 22:49 πŸ‘ 1 πŸ” 0 πŸ’¬ 0 πŸ“Œ 0
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Animation Rewind Debugger in Unreal Engine | Unreal Engine 5.7 Documentation | Epic Developer Community With the Rewind Debugger you can record real-time segments of projects and preserve the data for debugging workflows.

dev.epicgames.com/documentatio...

Amazing stuff!

17.12.2025 03:00 πŸ‘ 1 πŸ” 0 πŸ’¬ 0 πŸ“Œ 0

Damn, that's fantastic work! Thanks for sharing. Always a treat to see WIPs of complex systems like this :)

17.12.2025 00:17 πŸ‘ 1 πŸ” 0 πŸ’¬ 0 πŸ“Œ 0

No worries about the wall of text :D sry for the late reply. I'd be curious to know how they did it for PoP as well. It appears UE has all the built-in tools to rewind anims and what not for debugging purposes, so I'm assuming it can be recycled for gameplay as well. I'd have to look at their method

17.12.2025 00:13 πŸ‘ 1 πŸ” 0 πŸ’¬ 1 πŸ“Œ 0
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Almost done with this. Hoping to be done with the breakdown video before holidays :)

17.12.2025 00:10 πŸ‘ 10 πŸ” 0 πŸ’¬ 0 πŸ“Œ 0