DarknessFX

@drkfx.bsky.social

Developer, Gamer, Maker, Coolhunter, Adventurer! PT,EN GameDev ToolMaker at https://github.com/DarknessFX .

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).

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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.

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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()); ==

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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 ==

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"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.

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 🧵👇

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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.

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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...

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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.

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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);

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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. 🤣

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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.

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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 🧵👇

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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: 🧵👇

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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? ==🧵👇

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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 🧵👇==

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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.

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. == 🧵👇

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