Thibault Hennequin
311 posts

Thibault Hennequin
@CameleonTH
☀️(Ex lead) tools programmer @ Kylotonn by day. 🌑Solodev by night working on a custom engine and games.
Paris, France Katılım Şubat 2010
525 Takip Edilen323 Takipçiler
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@panoskarabelas Indeed but I already have too many discord to follow 🫠.
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@CameleonTH Discord is the answer if you want high quality videos.
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Today I implemented underwater effects, like volumetrics and caustics. 🌊
The caustics aren't a fake projected texture, they're generated from the FFT ocean, so they respond to the wave simulation.
Panos Karabelas@panoskarabelas
Today I added buoyancy. 🌊🔼 I'm using PhysX, which doesn't include buoyancy, but even if it did, I still would have implemented my own. This solution reads directly from the FFT ocean data by copying it to a lower resolution texture (to keep memory and performance in a good place).
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@CameleonTH I'm not familiar with S2's smart props, but judging by how Valve were one of the first to use hotspot texturing I wouldn't be surprised if they have a bunch of smaller tools like this. Absolutely brilliant. Wonder if I can replicate this in Godot somehow
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Zoo level workflow update!
Smoothed out the drag&drop system with a few UX improvements:
- Anchor points to chain props (like pipes)
- Highlight/darkening system for draggable objects
- Separated translation/rotation gizmos for clarity
#gamedev #indiedev #leveleditor #gameengine
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@nesovdaniel Smart Props are very powerful, they allow the user to define rules applied to meshes, thereby enabling them to draw props simply by using gizmos.
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@nesovdaniel Thanks, I still have a few ideas for improving the UX. Ultimately, my goal is to achieve a system similar to the "smart props" in the Source 2 engine.
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@CameleonTH Nice polish on the drag‑and‑drop—those anchor points and the clear gizmos make tweaking a zoo feel super intuitive!
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@kenjiimaru I setup them in the the zoo level, it's just a 3d point to add so it's not a complicated.
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@CameleonTH How to set-up the anchor points? Auto import from exported models with placeholders? Like Unreals import of colliders by name?!
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@CameleonTH Our own new technique. It's like lightmapping, but way more advanced.
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@Dispatch_Graph Mais non c'était juste le nouveau concert son et lumière de Jean Michel Jarre 😁
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J'pense doit y avoir 2 bouffons dans leur cave qui ont fait un sacrifice charnel a Ra et Poseidon c'est quoi ce délire
Cerfia@CerfiaFR
🌩️🇫🇷 EN IMAGES | Impressionnant spectacle d’orages dans le ciel de Paris ce soir.
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@RetroSpaceGame @roger_creus_art I don't care, I'll play both 😁
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@_mamoniem No, they ahave enough passion to continue to create game's magic 😁. Keep hoping
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@CameleonTH maybe...maybe not... epic lost the passion and magic that initially introduced it to my world.
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thought about checking the UE6.0 folder size. this is basically the size after running through the basic steps:
- github clone
- run Setup.bat
- run GenerateProjectFiles.bat
- build in VS for Win64 DevelopmentEditor "ONLY"
Folder goes from 750MB (raw github clone) to 293GB!!

Yannick Comte@cyannick
@_mamoniem Is the editor still heavy? I mean the transition from UE4 to UE5 was brutal about occuped space. What about UE6? Any good on this?
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@_mamoniem Or maybe they'll just reduce their size and create their own game like in good old times.
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@CameleonTH we can't blame an engine that is in his last iteration :D (i don't think there will ever be UE7, UE6 is the last engine from Epic before they bankrupt and switch to toy company or a restaurant franchise)
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@CameleonTH gosh! daily prayers that none of my PC get RAM or SSD issues any soon :D
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@_mamoniem Half of the price is only for the RAM 😬.
A kidney will be not enough for buy 32Gb of RAM
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@CameleonTH in the past, you could have owned a PC + 2 or 3 other consoles. i think soon, you'll need to sell a kidney to get the same amount of devices under the same roof :D
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@iamdevloper Docker is the real world for processes running in it.
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