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Furkan Doğan built a real-time ivy simulation in Unreal Engine using Niagara, with vines growing, branching, and spreading across surfaces. 🌿 See the breakdown: #unrealengime

99,021 Aufrufe • vor 5 Monaten •via X (Twitter)

12 Kommentare

Profilbild von Nick CleanCode
Nick CleanCodevor 5 Monaten

That ivy simulation is beautiful! The procedural growth logic is brilliant. Makes me want to try printing some organic shapes. 🌿

Profilbild von ▶︎•၊၊||၊|။||||။ ၊|• 0:19
▶︎•၊၊||၊|။||||။ ၊|• 0:19vor 5 Monaten

bad ass

Profilbild von Troy
Troyvor 5 Monaten

Maybe a silly q: are your books on Godot shaders useful for other engines too?

Profilbild von Jettelly Inc.
Jettelly Inc.vor 5 Monaten

Godot is based on OpenGL, so yeah, it should work! 😄

Profilbild von Starphase Lab
Starphase Labvor 5 Monaten

How did you know I needed just that?!

Profilbild von Myrmod
Myrmodvor 5 Monaten

is this performant for in game usage? I would like to have something more dense, but performance is an issue in my implementations

Profilbild von Jacobers_COM
Jacobers_COMvor 5 Monaten

Hey! This is great. I’m currently working on game that will use this!

Profilbild von Jettelly Inc.
Jettelly Inc.vor 5 Monaten

Amazing! 👊

Profilbild von Holly Ann
Holly Annvor 5 Monaten

nice

Profilbild von Logan Pinney
Logan Pinneyvor 5 Monaten

one of the best bts breakdowns on an effect ive seen. Incredible work!

Profilbild von nori
norivor 5 Monaten

A very impressive effect! I’m really curious how the ribbon follows the head particles in GPU particles.

Profilbild von quest
questvor 5 Monaten

like this! May I ask whether HDA was used here, or was it done solely with UE operations?

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