I saw that crap about the "UK U16 social media ban", so I decided to test a simple and free idea. It took two hours to: == - Create an account on Oracle Cloud Free Tier (only an email is required). - Account setup forces you to enable 2FA (type = Mobile, offline mode, using Google Authenticator).
DarknessFX
@drkfx.bsky.social
Developer, Gamer, Maker, Coolhunter, Adventurer! PT,EN GameDev ToolMaker at https://github.com/DarknessFX .
TextAssetUE plugin : A complete rewrite and update of the classic TextAsset plugin, ported to Unreal Engine 5. == Free and open source at github.com/DarknessFX/T...
GitHub - DarknessFX/TextAssetUE: Unreal Engine 5 plugin that adds a text asset and editor for personal notes.
Unreal Engine 5 plugin that adds a text asset and editor for personal notes. - DarknessFX/TextAssetUE
github.com
Unreal Engine 5.7 PSA: == Do NOT apply the AMD FSR plugin 5.7-LitReactiveShadingModel.patch . These changes break builds for projects with RT/Path tracing enabled. == If you already applied the patch, like I did, the second screenshot is the list of files that need to be restored.
For those who prefer to reorder the Viewport Tab instead of seeing it always locked: == File: Engine\Source\Runtime\Slate\Private\Framework\Docking\TabManager.cpp , line 2035 Comment the line: // NewStackWidget->SetTabLocked(NewTabWidget.ToSharedRef(), Spawner->bIsLocked.GetValue()); ==
For those not happy with the new "Home" tab from Unreal Engine 5.7.3, to remove the tab: == Edit: Engine\Config\BaseEngine.ini Section: [SystemSettings] Add line: HomeScreen.EnableHomeScreen=False ==
"Why study just one framework, platform, user interface? What if I could switch them easily and play around, see what feels better, where I work faster, which combination is more suited for each project?" -- NexusFX sneak peek. For generalists that love to play with all toys.
Spherical Polar Coordinates from the always inspiring XorDev 🍻👍 ported to Unreal Engine material. == Download M_SphericalPolarCoord (1,2,3) from github.com/DarknessFX/U... Source code screenshots:
RaylibUE plugin for Unreal Engine Bridges Raylib's easy-to-use drawing API (by @raysan5 ) with @UnrealEngine's intuitive Blueprint nodes. Ideal for GameDev teachers/students as starting point to learn and experience both worlds. == Free and open-source at github.com/DarknessFX/R...
Big update to DFoundryFX plugin for Unreal Engine 5.6. Lots of fixes, performance improvements, code cleanup, DPI scaling fixed (I hope 🙏). Engine Tab is completed and functional again. 👍 == Free and open source at github.com/DarknessFX/D...
DFoundryFX plugin for Unreal Engine 5.6 is available at github.com/DarknessFX/D... . This is a preview version. I need to update the Shader Compiler monitor, a lot changed since UE 5.1 and takes a lot of time to test because it only works for packaged games... Build, test, repeat.
GitHub - DarknessFX/DFoundryFX: Unreal Engine 5.6 Plugin with Dear ImGUI, customizable performance metric charts (including Shipping builds), Shader compiler monitoring and STAT commands control panel...
Unreal Engine 5.6 Plugin with Dear ImGUI, customizable performance metric charts (including Shipping builds), Shader compiler monitoring and STAT commands control panel for Unreal Engine GameViewpo...
github.com
I just saw some new free character models for UE5 on Fab. It's always welcome to have variety beyond Manny and Quinn meshes, and for free, it's doubly welcome. == links 🧵👇
Each pixel is a thread... I'm reading "CUDA by Example" and this sample blew my mind. Ripple effect is common in pixel shaders but always relative to the surface. Here each pixel is a GPU thread, calculating its value every frame.🤯 This from a 2010 book and I didn't know it was possible until today.
UEMaterials 2nd Anniversary! 🍻🎉🥳 200+ Unreal Engine materials, 260+ GitHub stars. I'm glad you all are enjoying the repository. To celebrate, I added a Gallery where a thumbnail collection of all materials is presented, linked to the source code screenshots. (WIP) == github.com/DarknessFX/U...
SDL3 officially released!👍🍻 To celebrate, I updated my Zig Template BaseSDL3 with the new version and added options to build using it as a shared or static library. github.com/libsdl-org/S... == github.com/DarknessFX/z... Note: I forgot to post new Nvidia CUDA template + VSCode w/ RADDebugger "hack"
Release 3.2.0 · libsdl-org/SDL
Announcing the SDL 3 official release! SDL 3.0 is finally here! We have many many people to thank on the road to get here, but I'd like to call out special thanks to: @slouken and @icculus, lead d...
github.com
I'm using VSCode with Cppvsdbg for a while but its features are lackluster, today I tried RadDebugger and it works surprisingly well. I "hacked" a custom command into launch.json as a shortcut to start a RadDebugger session with the latest debug build.
I optimized so much that I had to spend a day rewriting my FPS counter because the frame timing was so small, my sleep (in milliseconds) was missing vsync. I almost had to add: if (delta < 100) Sleep(1ms);
I'm bored... I should write a Vulkan "Hello Triangle" in Zig without GLFW3. A day later and 850 lines of code = FAIL. Today I'm going rewrite everything with GLFW3 and following Vulkan Tutorial. Nothing like a good amount of pain to fix boredom. 🤣
Why do I make and share basic templates? Because if I spent an afternoon to make this work (Zig+Raylib+Emscripten[HTML5, WASM, WebGL ES]), someone starting in dev would take a week and AI assistance won't help at all.
Yo @thunderowl.one , I just received the tulip.computer , a picture of it with my good old M5Stack Core. Thank you for the recommendation, I really wanted an ESP32-S3 with a big screen! 👍
1st mini game made with Zig + raylib , took 4 and ½ hours. Like the wise man said "First you learn how to do it right, then you learn how to do it fast".
Zig language : yesterday was super productive, I was able to port and upload templates for Allegro 5, SFML2, NanoVG. Today I included a Webview template too, for those who prefer to use HTML instead of an UI framework. == links 🧵👇
I published MF_MannequinExtrasColor to UEMaterials repository. It is an easy to use function that you add to M_Mannequin Base Color and presents a list of new color parameters to customize UE5 Manny and Quinn. == Link and source code: 🧵👇
Zig : I updated BaseRayLib Template, removing .DLL dependency, a release .EXE build is now only 920KB. I chose Zig + RayLib as my main platform for 2025, plus UnrealEngine5 as always💕. Raw and pure C, coding games direct to the hardware. You all know "Zig == C", right? ==🧵👇
Happy New Year everyone!!! 🎉 Let's start 2025 with a new shader; I had to Speedrun this one with a "fake until you make it" concept, far from the original one's quality, but if I may say, not bad at all. == Link and source code🧵👇==
Zig language: New template using Sokol and Dear ImGui (via cimgui). Surprisingly small code, 79 lines, to get it running, impressive, I want to try Nuklear UI with Sokol. As always no bindings or wrappers, just pure Zig cImport or nothing. == link 🧵👇==
I forgot I made a material function for Unreal Engine 5 Mannequins, adding lots of color options. Today I tried some WPO and it is so much fun: Big chin? Big head? Cyclops mode?🤣 Let me know if these functions are interesting and should be uploaded.
Intel XeSS is the 1st one of my waiting list to support UE5.5 . 👍🍻 Now, I just need to wait for DLSS, FSR and MetaXR. == Link: github.com/GameTechDev/...
Zig language: I updated BaseSDL3 Template to the latest version 3.1.6. Looks like SDL is finally ready to move the main version from SDL2 to SDL3 (v3.2.0?). I also took this opportunity to add all SDL3 Renderer Examples, ported to Zig language, with the template. == 🧵👇