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@StygianFade

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390
Following
147K
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18K

There was a time above... a time before... there were perfect things... diamond absolutes. But things fall... things on earth. A beautiful lie.

Pegasus
Joined July 2022
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@StygianFade
Night
6 months
Joan Garcia will concede 100 goals in 60 games next season.
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@StygianFade
Night
9 hours
Man you have no idea
@blasko_art
Blasko
17 hours
I would like to live here.
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@StygianFade
Night
9 hours
Robot overlord chasing me in a forest, every step unnaturally perfect while I stumble with my human brain trying to find flat ground every step. Bright idea! joint cameras! Let it search for the most even terrain than just having it learn to traverse something humans wouldnt
@adcock_brett
Brett Adcock
17 hours
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@zerocool85
𝗥𝗮𝗶𝘁𝗵𝗻𝗮𝗿𝗼𝗸
14 hours
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@wookash_podcast
Łukasz | Wookash Podcast
2 days
You can have realtime *instant* sync of 3d models edited in @Blender in your game engine. No manual exports. Not only @TahaTorabpour made it work, but he now extensively wrote about it in his blog post *and* included the source code how to do it! https://t.co/8WRYuIixv9
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@StygianFade
Night
10 hours
🖤🫤
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@StygianFade
Night
11 hours
Neat. More people need to understand how everything around them works How Does Bent Time Make Gravity? https://t.co/7sb5xwrbQL via @YouTube
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@StygianFade
Night
11 hours
Bro really wanted to use "eek". Next one would be Sensory vs Sensor. Just use Felt vs Seen and you'd cover every possible use case.
@Breathless83Fan
Dustin
1 day
There’s plenty of videos that try to get at what the problem is, but this is the first one that totally nails it.
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@StygianFade
Night
12 hours
Great work man. Making something similar but with hlod zones meant for topologically correct heightfields. Made a tool explicitly to solve this problem. Hope y'all will like my stripped-down UE UI using imgui as a frontend over Unreal Editor. Works for binary builds as well
@topotoylabs
Topotoy Labs
1 day
Some more infrastructure for planetary-level terrain data streaming & rendering I am working on: "Edge-length"-based (raster) quad-tree splitting + frustum/horizon culling. #indiedev #gamedev #computergraphics #procedural #terrain #rendering
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@Hasen_Judi
Hasen Judi
22 hours
"What is relevant is understanding what exactly you are doing and how to generate pixels"
@tsoding
Тsфdiиg
2 days
Graphics API is irrelevant
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@excellente_6
The Great König
3 days
Watch a few clips of him and you’d swear it’s basically a kvara regen yet didn’t even do pre season, Fermin probably won’t have come this far if Flick was coach back then. Virgili had everything to help the team right now and he got sent to mallorca instead.
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@nihilistTyler
Tyler Durden
2 days
mannnnn
@tsoding
Тsфdiиg
2 days
Graphics API is irrelevant
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@StygianFade
Night
2 days
Damn. So many choices. Really should switch to burley for my build. Was doing an ON brdf for my lighting suite
@andkalysh
AK
4 days
Changes are now live. - Updated diffuse BRDF from lambert to burley. So now you can choose between Burley and Chan (cod ww2) difuse brdf. - PhongBlinn to create that xbox360/ps3 feel or to use as a fallback for lods/small meshes. 🚂🚂 #UnrealEngine #gamedev # #indiedev
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@StygianFade
Night
2 days
Bruh
@YoheiNishitsuji
Yohei Nishitsuji
3 days
for(float i,g,e,s;++i<139.;){vec3 p=vec3((FC.xy-.5*r)/r*.1+vec2(0,1.24),g-1.5);p.zx*=rotate2D(t*.3-2.);s=1.;for(int i;i++<23;p=vec3(.2,3.96,-.65)-abs(abs(p)*e-vec3(2.7,3.95+e*.15,3.5-g)))s*=e=5./dot(p,p*.47);g+=p.y/s;s=log(s)*g;o.rgb+=.01-hsv(e/i-.4,p.y*.4,s/1e3);}s;#つぶやきGLSL
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@StygianFade
Night
2 days
Funny how studio bureaucracy holds back engineers from properly tinkering with general purpose game engines. Everyone ends up just blaming the Engine.
@GameMakersJP
ゲームメーカーズ
3 days
UE5は2年半でUE6に移行する――Epic Games CEOが語ったアンリアルエンジンの未来【Unreal Fest Tokyo 2025】 https://t.co/lmJdNQd6u3 UE6ではEpic Gamesが開発するプログラミング言語「Verse」や、次世代の実装基盤「Scene Graph���が搭載。今後のUEアップデートやエコシステム強化など展望が語られた
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@StygianFade
Night
3 days
Remember it's the same difficulty relatively to their respective leagues
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@StygianFade
Night
3 days
Very Cool, Jarkko. Hope you wouldn't mind me stealing some of your stuff here for my GI setup
@JarkkoPFC
Jarkko Lempiäinen
4 days
Improving our SSAO for quality and perf. The new one runs at 2.2ms on a low-end phone while the old was 4.9ms
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@JarkkoPFC
Jarkko Lempiäinen
3 days
@DabidarZ Rewrote it to use stochastic sampling that works well with our new TAA. Old did spatial filtering which destroys details and added ~1ms cost. Also much better quality but slightly more costly (+0.1ms) bilateral upscaler.
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@StygianFade
Night
3 days
Imagine the 'volume' of volumetric data you could get from a spherical octree. Working on this for my terrain system. Might hook it up to the atmospherics suite I'm build for ue5.5 as well. Legit tho, just imagine what you could do with clouds, birds, weather, pressure in engine
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@TheEuroFE
The European Football Express
4 days
🏟️ So, many of yous will know, I am an @SDEibar fan. As it happens, the other day, this page hit enough followers to be able to completely fill Eibar’s Ipurua Municipal Stadium (8,164)! A wholesome little milestone that I never thought I’d hit! Thank you so much guy ❤️💙
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@StygianFade
Night
5 days
Exact dilemma, possible solution?
@nagakagachi
なが
7 days
HSGI: Cross-Platform Hierarchical Surfel Global Illumination(GDC2023) diffuse gi, specular gi mobile / console ambient cube voxelize clipmap screen probe radiance cache ReSTIR メモ https://t.co/XFWyIOUqIK
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