Thanks Christian, much appreciated!
I'm joining Blue Twelve, the team behind Stray :)
Thanks Christian, much appreciated!
I'm joining Blue Twelve, the team behind Stray :)
Thank you for the past five (or so) years.
Itβs been a pleasure discussing with each and every one of you, and Iβm truly humbled by your support and generosity π
Much love,
Ghislain
Iβll also try to release as many of my remaining WIP projects as I can tomorrow on Patreon.
www.patreon.com/c/GhislainGir
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.
Once again, thank you all so much for the love and support over the past few years.
It genuinely reshaped my life π₯°
As many of you already know, Iβll be starting a new job on Monday β and thatβll be it for me π₯²
No new content for the foreseeable future.
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.
πΊ Watch here:
www.youtube.com/watch?v=NxIa...
π₯³ Thatβs it β my new and final video is live on YouTube!
In this 2h15 deep dive, I try to summarize everything Iβve learned over the past two months while diving head-first into C++ compute shader dispatch in UE and RDG.
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...
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
Roger that. But there's a broader understanding to have here I suppose. Using three float2 would be equally troublesome here, I think π€ Struct would still be padded to be 16bits aligned.
Noted, thanks!
I'm a bit puzzled. Anyone care to explain what's going on like I'm a 5years old? π₯²What are the best practices to avoid getting owned again in the future? ty :d
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.
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?
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
A sneak peak of what I've been working on: A strand based hair system for Jolt Physics (WIP): youtu.be/Rl19G0c003o
Anyway, I hope you all had great holidays π₯°
Happy new year!! Cheers.
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
This helped immensely: github.com/2Retr0/Godot...
This as well: github.com/tigershan113...
And that one, ofc: dev.epicgames.com/community/le...
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 :|
Holidays side project. I'm trying to join the FFT ocean gangπ
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 stillπ
Files are available as a Tier 3 reward on my Patreon:
www.patreon.com/c/GhislainGir
Thanks for the support <3
Cheers
New video on my YT! π₯³
A 55-minute deep dive into God of War's dual-depth foliage interaction technique. β¬οΈπ§΅
I don't know :D
Damn, that's fantastic work! Thanks for sharing. Always a treat to see WIPs of complex systems like this :)
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
Almost done with this. Hoping to be done with the breakdown video before holidays :)