ROJO (@ayoROJO) header
ROJO (@ayoROJO) profile picture

vr enthusiast making games for 15 years https://xitter.gq/t.co/rJIeWFSS9M i put da code in da game for: Poppy Playtime: Chapter 4 Poppy Playtime: Chapter 5 Escape from Playtime

Illinois, USA
Joined October 2013
Photo by ROJO (@ayoROJO)Photo by ROJO (@ayoROJO)Photo by ROJO (@ayoROJO)Photo by ROJO (@ayoROJO)Photo by ROJO (@ayoROJO)Photo by ROJO (@ayoROJO)Photo by ROJO (@ayoROJO)Photo by ROJO (@ayoROJO)Photo by ROJO (@ayoROJO)Photo by ROJO (@ayoROJO)
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I made an Arknights: Endfield-style toon shader in Unreal Engine 6. Custom Substrate shading models: SDF face shadows, hair rim light, eyes through bangs, clear coat, sheer cloth, outlines. Real-time, and it runs on Quest. Which feature should I break down next? #UE5 #UE6 #IndieDev #gamedev
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I always love seeing MrCici's work. This inspired me to add Endfield's new hero "Si" to Unreal using my own Shaders. #UE5 #IndieDev #Endfield
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Really disappointed that the tools for AI are even slopped together. The UI in this one Canvas is completely different than everything else already in the engine.
UE5.9 プレビュー版がキタ―!AI活用したゲームジャムに合わせるために短期で作ったものとか。 Unreal CanvasというAIを使った開発に特化した機能が気になり 5.9 プレビュー リリースノート dev.epicgames.com/documentat… 5.9 ロードマップ dev.epicgames.com/community/… UnrealCanvas dev.epicgames.com/documentat…
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Finally fixed the dreaded Shadow Map acne that's been ruining my shots
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I always love seeing MrCici's work. This inspired me to add Endfield's new hero "Si" to Unreal using my own Shaders. #UE5 #IndieDev #Endfield
Endfield Render in UE5 , you can Download the project in patreon.com/MrCici
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I'm also maintaining a fork of QuestLHSync at github.com/ronaldburns/Light… More accurate alignment, much better UI, auto updates, bug fixes
I had Claude add this awesome feature and released it. github.com/ronaldburns/VRCFa…
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I had Claude add this awesome feature and released it. github.com/ronaldburns/VRCFa…
VRCFTはアイトラッキングとフェイストラッキング自分で指定できるようになったほうが良いと思うんだよね~ #VRChat
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I love FrameEyeOSC. It's included in the Module Registry for this fork.
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Our latest game has released in Early Access! Grab some friends and check it out!
You and up to 7 friends, toys that definitely shouldn’t be moving... stick together, feed Barry and don't get caught. Escape From Playtime is in Early Access on Steam huggywug.co/471UcOB
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Bro just tweets a military grade weapon...
This quoted post is unavailable.
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Ooop someone fogot to multiply by deltatime @CallofDuty
Stupid little #ModernWarfare4 hint but you can alt-tab into a FPS lower than 30 to force the train to slow down if you need to use it for something
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the complaints sold me on this game AND ITS AWESOME. I easily dropped 5 hours into the campaign already
off all the clips of MW4 I've seen it feels to me like a fan just sat down on ai and made his most military fetish slop ever combining every media ever. also why is this on 2.40.1 aspect ratio? never seen something more desperately chasing the movie style than this
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Welp, here we are. A LOT has changed in 4 short months, and I take back what I've said. The latest models are insane, and I can't even imagine how they'll be performing next year. You'd be crazy to not have at least SOME agentic integration to your workflow now days.
I get the feeling that Mass, Unreal Engine's ECS framework, has a lot of vibes in its code. This worry's me as there's no AI in existence that's anywhere near capable of being able to handle building an ECS framework yet.
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VRChat could run standalone on the Steam Frame soon with this announcement Epic hid under their launcher update today.
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Now that's what I'm talking about. Would love to see more of this!
Hand tracking on the Steam Frame! This is *not* media pipe! This is based on Mercury
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Is no one vibe coding Steam Frame hand tracking???
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Inspired by @cicicic66386703 to create a shader like Endfield in #UE6 Tons of engine modifications made it work in any lighting scenario. #IndieDev #ScreenshotSaturday
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Meta's Light Grid patch to the engine limits those grids to 8 lights, causing lights to sometimes silently not render.
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After nearly 10 years of learning IK I've finally made a solver for VR that I'm happy with. It only takes 6us in an optimized, packaged build. 🥳 #UE5 #UE6 #IndieDev
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This animation best demonstrates what the solver does with different numbers of trackers.
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I gave it a shot on my Quest 3. However, anything over 144hz, I'm seeing very strong ghosting. Especially at 207hz. I wouldn't recommend this for high contrast environments as it's extremely distracting.
The Unity Cube is one of the first (if not the first) apps on the #MetaQuest Store to RUN AT 207 Hz! And it also works pretty well with the experimental 240 Hz mode! I made this update so that every one of you can try for free the crazy smoothness of the new Quest framerates by just getting a little app from the store. I had this idea while I was reading about the new framerates on Quest. I thought: hey, I would like to try 207Hz, but only a very simple app could run at 207Hz in #VirtualReality. Then I realized that actually I'm the creator of such an app: The Unity Cube, the app that is just a cube. If that doesn't go at 207 Hz, no other apps can... So I worked on porting the cube to the latest SDKs, I added hand tracking, and then I implemented the 207 Hz support for the Meta Quest 3. And the result is incredibly smooth. It is like enjoying VR on steroids. There is also a strange halo effect appearing, but the experience is still enjoyable. Read about how to try 207 Hz with the Cube, how to implement 207 Hz in your Unity application, and what my impressions are about all of this in my latest article: skarredghost.com/2026/09/01/… #technology #unity3d #gamedev
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Been a super fun project to work on!
A world premiere trailer for Escape from Playtime closed out this year's Future Games Show at gamescom. It's a co-operative survival horror game inside the Poppy Playtime universe, where you play as a crew of misfit toys! It's coming soon to PC (and your nightmares). @mobgamesstudios
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