
Wyrd
@Wyrd_Tree
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Solo Dev Free to play Action RPG Find it on @Steam: https://t.co/euA1nU3h4R
Joined May 2025
So in my update yesterday, the game thread was hitting 600ms latency (outrageous, right?) After 24 hours of digging, I've dropped it to a little over 100ms, just by using async workers. Stay tuned for more optimizations. #UnrealEngine5 #gamedev #IndieGameDev
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Grass spawn restrictions from spawning using normals and roads. Progress is slow, but it's worth it.
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So now that the grass placement is on a worker thread, the calculations for adaptive subdivision need to be on a worker thread to keep the hitching from happening. #UnrealEngine5 #gamedev
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The best games usually break all the rules, buck the establishment and don't follow trends. #gamedev #indiegames
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Scratch that, 400,000 actors at a time -- so needless to say, looks like the grass is going to require a global shader file -- since a niagara GPU system is impractical, I'm thinking that a custom instanced foliage actor is the best approach.
The adaptive subdivision is driving the grass spawning. I decided to go with HISMs, ran into a hiccup with each vertex spawning an actor (loads 40,000 actors at a time @_@) Next step is fixing that and then using the GPU instead of CPU #UnrealEngine5 #gamedev #indiegamedev
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The adaptive subdivision is driving the grass spawning. I decided to go with HISMs, ran into a hiccup with each vertex spawning an actor (loads 40,000 actors at a time @_@) Next step is fixing that and then using the GPU instead of CPU #UnrealEngine5 #gamedev #indiegamedev
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Adaptive subdivision is now operational! Now to run the subdivisions on the GPU to keep these performance dips from stalling the game thread. #gamedev #indiegamedev #UnrealEngine5
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How it started vs. how it's going The road system for my infinite terrain generator is doing great! The blend is still ugly af tho #IndieGameDev #gamedev #indiegames
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The infinite terrain generator now has a road system. I'm not overly enthusiastic about that blend, so that's going to be the first thing to go. #UnrealEngine #UE5 #indiegamedev
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After taking a break from the headache of optimizing the foliage (even the word migraine would be too modest), I felt that the mountains weren't mountainous enough. Then I found an issue with the seam stitching. #UnrealEngine5 #gamedev #indiegamedev
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Not a progress update, just a recap on the to-do list - Align the grass to the terrain normals - Splat maps and biomes I already know when I start varying the noise texture it will introduce some stitching issues. #UnrealEngine #UnrealEngine5 #UE5 #gamedev #indiegamedev
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Today's to-do list: Align grass to normals Tessellate terrain LODs by distance. Splat maps Biomes #gamedev #indiegamedev
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Infinite terrain has foliage and averages 60-70 fps After I start restricting the slope, it should trim down the numbers and bump up the frame rate slightly. #UnrealEngine #UnrealEngine5 #UE5 #gamedev #indiegamedev #indiedev
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The infinite terrain generator is almost finished! Runs at 90 FPS All that is left is spawning foliage without causing an access violation. #UnrealEngine #UnrealEngine5 #UE5 #gamedev #indiegamedev #indiedev
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It is kind of funny that someone said I didn't know what I was talking about -- but here it is, using commutative rings to generate landscape "chunks"
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Now that it achieved 90fps, thinking of adding a tessellation function and another noise function to add variation and allow for higher fidelity closer to the camera. After that it's foliage and biomes.
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The infinite terrain generator works, but good gravy the hitches are TERRIBLE! #UnrealEngine5 #gamedev #indiegame #IndieGameDevs
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Had a little fun making the Towne Cemetery from Catacomb: Abyss #gamedev #indiedev #UnrealEngine #UnrealEngine5 #UE5
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