Tom Looman's banner
Tom Looman's profile picture

Tom Looman

@t_looman13,167 subscribers

Game Developer of 17+ years. UE5, C++, Game Optimization. Publishing Courses and Tutorials for Unreal Engine. Check out my blog!

Shorts

This is only 1 Niagara emitter to handle thousands of decals as particles using Data Channels! Significantly lower overhead on the GameThread and only a single component per grid cell. This also adds instancing to the decals which is normally not supported for individual decal components. Working on this as part of data-oriented projectiles that run without Actors, asynchronous collision and supporting multiplayer (incl. client side prediction). Removes a huge amount of overhead from the CPU, more on that soon!

This is only 1 Niagara emitter to handle thousands of decals as particles using Data Channels! Significantly lower overhead on the GameThread and only a single component per grid cell. This also adds instancing to the decals which is normally not supported for individual decal components. Working on this as part of data-oriented projectiles that run without Actors, asynchronous collision and supporting multiplayer (incl. client side prediction). Removes a huge amount of overhead from the CPU, more on that soon!

31,539 views

Updating the player animations in the Action Roguelike Sample Project! Besides strafing and that cool leaning "Travel Mode" from Gideon, it now supports turn-in-place.

Updating the player animations in the Action Roguelike Sample Project! Besides strafing and that cool leaning "Travel Mode" from Gideon, it now supports turn-in-place.

21,519 views