
Victor Careil
@phyronnaz
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Pushing voxel technology forward at @VoxelPlugin using @UnrealEngine You can DM me on discord @ phyronnaz
France sometimes
Joined December 2015
How to make a cave in Voxel Plugin under 2 min If you are in Orlando I can do live demos!
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https://t.co/Bn2HC9KnKU If you don't wanna sit through the entire talk, here's a PDF version:
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Excited (a bit overwhelmed😅) to share my @nzgda talk @UnrealEngine Tried an approach by customizing Chaos itself! Thanks @Blind_Squirrel_ @GameDevMicah @phyronnaz More destruction (and a new game) soon! #UnrealEngine #NZGDA #GameDev #screenshotsaturday
https://t.co/KkATMByTJo
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Seems to have fairly deep knowledge in the few tries I did!
The Unreal Engine version of the Epic Developer Assistant is now accessible on the Epic Developer Community. The Epic Developer Assistant, which currently supports up to UE 5.6, provides guidance on using Unreal Engine and helps generate C++ Code. Check it out here:
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Unreal Tip of the day: -NewConsole is a thing and it's great.
@phyronnaz the holy -log -newconsole If you don't know it, it's worth a free voxel licensing =)
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"101 UE Tips and Tricks: The Reckoning" is on Tuesday at 10:30 in Room 3, the first talk after the Opening Remarks Space will be limited, so arrive early!
Can @flassari complete his quest at Unreal Fest Stockholm❓ 101 Unreal Engine Tips & Tricks. 1 presentation. Find out if it can truly be done when Unreal Fest comes to Stockholmsmässan in September: https://t.co/AUZa7bNnXe
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Looking forward to another Unreal Fest!
Whoa, I ran into @phyronnaz in Orlando! He made the Voxel Plugin for Unreal! So many cool people to run into at Unreal Fest. And it's only two weeks now until the next one in Stockholm 😯
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👀👀👀👀
1/10🚀 Spotted in ue5-main: an experimental AIAssistant plugin that brings a context-aware AI chat panel inside Unreal Editor. I dug through the code and took it for a spin with highlights in this thread, deep dive at the end. #UE5 #UnrealEngine #GameDev #IndieDev
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@phyronnaz 1. Subdivide cubic splines based on curvature or something 2. Approximate these with quadratic Bezier curves ( https://t.co/neomAON6f0,
https://t.co/JUBP6V7Db4) 3. Optimize the evaluation of the quadratic segments ( https://t.co/1EIcT7UChI) 4. ??? 5. Profit
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I'm changing how we compute spline SDFs. Our code right now is based on Unreal's approach, which uses Newton to iterate towards the closest spline point. Instead I'm going to try subdividing the spline into arcs, should make it easier & faster to compute the closest point 🤔
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6 years ago I had the idea to use AI to let players build their own worlds and tell their own stories. 4 years ago I told Riot I was leaving to try to make it real. Today the amazing team I work with announced Liminal: Skies. Check out our first trailer, and wishlist now!
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Performance is important and a big part of #gamdev. So how does MeshBlend fair in real projects? Wanted to show a clip from the Dark Ruins Megascans project with blending on everything! ~0.07 ms on Low and ~0.16 ms on the high quality meshblend-preset on my Gaming PC.
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https://t.co/Rs0Ta3WQ2M supports points/lines/boxes
github.com
Open-source plugin with the Core module of Voxel Plugin - VoxelPlugin/VoxelCore
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I got tired of Unreal's debug drawing performance, so I made my own system today. Drawing +50M points just works now :) It's open source (link below)
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We've made Property History free & open source! You can use it to quickly see the history of any property in Unreal
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This is really cool!
Here's an update on my small-voxel renderer, inspired by the look of games like Doom and Quake. The work I shared last year focused on handling simpler environment geometry. Since then, I've greatly expanded the scope of what I can depict in this art style. More info in thread.
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I made a new tool for Unreal artists 🚀 PBR Check spots material issues + helps you fix them with one click. Stylized or realistic, keep your materials looking their best. Available on @fab for @UnrealEngine now! #UnrealEngine #GameDev #IndieDev
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