DarknessFX (@DrkFX) header
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Developer, Gamer, Maker, Coolhunter, Adventurer! GameDev ToolMaker at https://nitter.cf/t.co/LRAuU6W3x6 Lang: PT,EN

Florida,USA Lisbon,PT Sampa,BR
Joined December 2013
Photo by DarknessFX (@DrkFX)Photo by DarknessFX (@DrkFX)Photo by DarknessFX (@DrkFX)Photo by DarknessFX (@DrkFX)Photo by DarknessFX (@DrkFX)Photo by DarknessFX (@DrkFX)Photo by DarknessFX (@DrkFX)Photo by DarknessFX (@DrkFX)Photo by DarknessFX (@DrkFX)Photo by DarknessFX (@DrkFX)
DFoundryFX and DFoundryFX_Example updated to UE 5.8 with Dear ImGui 1.92.8 and ImPlot 1.0 .
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/DFound…
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DarknessFX retweeted
With Niagara you can optimize the overhead of hundreds of individual impact VFX and decals through Niagara Data Channels down to a handful. Instead of spawning one Decal or NiagaraComponent per impact, you can share a single instance for impacts within the NDC's "Islands". Implementing NDC bears some explanation and Epic made some changes in UE 5.7 on how to handle this in C++, which I included in the code examples. You can explore NDCs in Project Orion which is open source on GitHub! tomlooman.com/unreal-engine-…
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I love that Unreal Engine 5.9 Preview can package games for the web (Wasm), like the good old UE 4.23 . If you want to try it out in your browser, I've published the FPS Arena Shooter Template at: dfx.lv/UE59_FPSTemplate/
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Updates: For desktop use the link dfx.lv/UE59_FPSTemplate/ For mobile (ASTC textures) use the link dfx.lv/UE59_FPSTemplate_Mobi… You can add ?threads=0 to the URL to switch from threaded to single-threaded mode.
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UEのカスタムマテリアルノードからVSCodeなどの外部エディタに飛べるようにするプラグインを作ってみました github.com/kugimasa/CustomHL… #UnrealEngine
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ボクセル、ドット、通常表現と様々な見た目のエフェクトを作ることができるFXELを公開しました! ノードベースで色々作ることができますのでよければお試しください! まだツールを作っただけで全く使いこなせていないのですが、ランダム生成するだけでなんとなく楽しい感じの生成ができます。
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モーションリファレンスのサイトを大改修して動き全般を見直して作り直しました。 motion-reference.takayustudi…
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NoGraphicsAPI is released (MIT license)! It's a low-level Vulkan 1.4 wrapper using latest extensions (BDA, descriptor heap, device address commands, unified image layouts) to get as close as possibly to my No Graphics API blog post and SIGGRAPH 26 talk. github.com/sebbbi/NoGraphics…
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Muhammad Anas and Alan Wolfe: A Texture Lookup Approach to Bézier Curve Evaluation on the GPU jcgt.org/published/0015/02/0…
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hello internet friends, I've (finally) released Cotangent2, the AI-accelerated Mesh & Texture editor I've been noodling on for ~2 years. It's the MIT-open-source spiritual successor to Meshmixer, built on Unreal Engine. Watch the vid, and then links in🧵...
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Shader To Human (GPC 2025) - a HLSL/GLSL library for debugging shaders youtube.com/watch?v=jsFRJa8g… Video rerecording from Graphics Programming Conference 2025 graphicsprogrammingconferenc… GitHub: github.com/electronicarts/Sh…
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Intel XeSS plugin has been updated with support for Unreal Engine 5.8. github.com/GameTechDev/XeSSU…
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🎬 #HPG2026 Day 1 is LIVE! 🎤 Keynote: "Complex Models, Simple Solutions" — Patrick Cozzi & Sean Lilley ⚡ Hot3D: neural.slang · Papers: Ray Tracing & Denoising 📺 youtube.com/live/h2V8YyfKCVs… #HighPerformanceGraphics #GPU #RayTracing
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『NINJA GAIDEN4』刺激的なゲーム背景を低コストで仕上げる技法。リソース管理の極意と内製ツール活用事例【GCC 2026】 gamemakers.jp/article/2026_0… クオリティ向上の優先順位が高い場所にリソースを集中させ、多彩なコンセプトのステージを効率的に制作。アーティスト主導の効率化ツール開発事例も紹介
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DarknessFX retweeted
We are excited to announce our work on efficient precomputation for real-time global illumination, presented at EGSR'26 last week! Learn more: repo-sam.inria.fr/nerphys/pb…. This work was conducted with @SimonLUCAS_CG and @GDrettakis. Funded by the ERC Advanced Grant NERPHYS.
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DarknessFX retweeted
I just released a tutorial teaching you how to make an Options Menu in Unreal Engine 5! I spent weeks streamlining it to make sure the video is short and easy to understand, while keeping the systems clean and expandable! youtu.be/XWmM64HtJFI
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ということで公開しました デカールで手軽に使える影付き疑似ポイントライトの実験的なマテリアルをシェアします! ScreenSpace Raymarched Decal Light for UE5 3dnchu.com/archives/screensp… #UE5
スクリーンスペース レイマーチングで デカール疑似影+ポイントライト 当時中途半端に作って放置してたけど 問題箇所をAIが一発で解決してくれた… #UE5 #UE5Study
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