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Creator of @UnrealEngine plugins, sharer of UE5 C++ knowledge Tutorials - https://xitter.gq/t.co/G1kmuiFgX4 Fab - https://xitter.gq/t.co/tJbkxjOrrI GitHub - https://xitter.gq/t.co/0XcO2phdih

United Kingdom
Joined June 2025
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Very quick implementation of conversion of water to ice using a "spell". Water doesn't support flowing over it so I think the next step is to rebuild a few things so water can flow and adding temperature for dynamic phase changing #ue5 #indiegame #indiegamedev
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Narrowing down the feel for the gameplay, I quite like this so far. Also added basic UI, grenades and direct interaction with animated stamps, gonna add some basic magic casting next, a basic freeze I think #UE5 #indiegame #indiedev
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And this is what I mean by a slow fluid sim - 10ms - despite parallelisation on the CPU, as more chunks process water, the time it uses grows massively. I either need to find a much better algorithm or push fluid sim to GPU which I think I'll try first
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Or find ways to really trim the amount of work I'm doing down
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Added the start of some actual gameplay, a bit of shooting, some particles and fluid interaction. Changed camera from ortho to persp so you can still see depth. Def going to need a different approach for fluid, it's too slow #UE5 #IndieGameDev #gamedev
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Updated the visuals, now uses a rough implementation of voxels (data is a 2D heightfield), a bit slow when the fluid starts to spread so I might need either a dedicated plugin or different solution #UE5 #IndieGameDev #gamedev
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Putting it all together so far. On the left, we have a generator, when it collects charge, it will trigger the animated stamp to run, when it turns to the empty stamp, water will flow and then after 5s, it will play in reverse #UE5 #IndieGameDev #gamedev
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Started work on animated stamps. This is a very basic editor but lets me animate changes. In this, it's effectively a steel wall but the height animates and then changes into an empty stamp, next post will show a working example #UE5 #IndieGameDev #gamedev
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Added the initial energy/electricity like system, the squares above the lights are consumers with the generator down in the bottom left. Consumers collect charge and eventually trigger an event that is used to trigger the light #ue5 #indiegamedev #gamedev
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The energy transfers like a fluid sim but I might change this, not exactly a fan of how it works, might give the wires a dedicated flow direction
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Made a 2D texture array generator as part of updating how I do the materials, well, AI made this. It took me longer to type out the "spec" than it took AI to make this and all it does is spit out generated assets. Why does no-one talk about using AI this way? #indiegamedev
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Honestly, I hope they add official support for #DLSS5 in #Witcher3 because it does add that little extra bit with the right settings
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Been play a bit of Witcher 3 since the remaster and slapping on DLSS 5 and it's crazy how much it adds depths to the scenes. The ones with more shadows has DLSS 5
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Cinematic filter with local tone set to 50% and skin effect set to 30% so it keeps more inline with original colors and doesn't go overboard on the faces
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And stamps now get properly applied to the world sim
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Remade the stamp tool so now there's a full world and stamp editor. Stamps still need work to be applied to the sim again but now I've got much more creative control, once this is done, I can work on adding more sim related stuff #ue5 #gamedev #indiegamedev
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After the next sim related content I can start adding actual gameplay aspects
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