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After quite some time, I think I have come to the quality level that I was after! The new virtual texture feature is just epic!馃槏 #UE4 #megascans #gaea
Serious progress blending things using World Height Virtual Textures in #UE4 using #megascans! SO much faster than Mesh Distance Field messerino.
Almost there. Needs more props and specular correction, but yeah. Almost there :)
#UE4 #Megascans
Landscape Virtual Texturing + Terrain Mesh Blending Based on Terrain Height. Transforms Ground-Touching Vertices to fix seems. Im satisfied. #UE4
Hey @quadspinner, great work on the latest Gaea! Is there an option to report bugs? I have like three bugs that either completely crash it or make editing impossible. Fortunately, all of them can be re-produced with ease. Do you maybe have a Discord channel?
#windows logic:
Just booted, not even logged in, trying to shut down again: "Oh, let me stop you, you might lose data!"
After eight hours of work with tons of apps open and unsaved stuff: "Mkay, shutting down. Bye!"
Found this in Facebooks React source code:
__SECRET_INTERNALS_DO_NOT_USE_OR_YOU_WILL_BE_FIRED
Love it 馃グ
Ditched NVIDIA PhysX? Check. Networked physics? Check. Non-kinematic player characters? Check. Client-side physics prediction? Check. Kudos to @RocketLeague's Jared Cone for his amazing #GDC18 talk? Check. #UE4
Sentence of the day candidate:
Implementing custom network-synchronized rigid body physics with deterministic client-side prediction into #UE4 is a *LOT* of fun!
Goodbye, PhysX! Banana for scale.
Red = Static
Yellow = Dynamic
Green = Dynamic + Networked
This is exactly what happend in about every game developer office preparing for #E32018. Yuck!














