JDSherbert

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JDSherbert

JDSherbert

@JDSherbert_

Just some audio/code person. Occasionally makes things that make noises.

In a big, comfy chair Katılım Ocak 2023
1.8K Takip Edilen644 Takipçiler
JDSherbert
JDSherbert@JDSherbert_·
@ethanmonkhouse @JUCElibrary Thank you! I'm tired of limiters with 1000 dials on them! I just wanted an easy to use "this is what I am aiming for, stop anything above ceiling" to make sure sounds are on track; most of them are bloated/become compressors 😂 I'll give this tool away for free if there's demand!
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JDSherbert
JDSherbert@JDSherbert_·
I've really been having some fun making a sampler plugin lately! Big thanks to @audioprogrammer for the inspiration + cmake template and @JUCElibrary for a beautiful framework. Added my own basic DSP, look and feel + Sample importer! #Audio #VST #Juce
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JetBrains Rider
JetBrains Rider@JetBrainsRider·
👾 @unity devs: The IL Viewer in Rider 2025.3 now shows the actual IL code Unity generates, not the temporary IDE build. Finally see what Unity actually compiles! More gamedev updates in this relase here 👉 jb.gg/rd-253-gamedev…
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Aherys
Aherys@aherys·
> Was in meeting with Epic Games > Told to an epic engineer that you will be able to code and compile in C++ directly in the game > Got exactly this meme 100% worth
GIF
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Tim Sweeney
Tim Sweeney@TimSweeneyEpic·
Indeed Unreal Engine is moving to Left-Up-Forward coordinates everywhere, starting with UEFN, and coming to UE5-6 in an incrementally-adoptable way through UI settings and C++ helper functions/macros to ease the transition. This will align Unreal with Y-Up, right handed standards of USD and glTF. Why? Because future 3d tools and ecosystems will be increasingly interoperable and standards-based. There are a lot of missing standards we’ll need to propose, and Team Unreal will be far more successful proposing new things if we adopt and add to existing standards and conventions. The USD-glTF-Maya-Houdini quadrant is the center of mass for complex code-art-pipeline tooling that is highly sensitive to coordinates. (Flipping coordinates when exporting from AutoCAD or Blender is easy enough; changing a movie vfx pipeline is not). Coordinates based on project settings sound like a have-it-your-way compromise but are a combinatorial mess when projects are a mix of code modules and content packages from many independent authors. The best time to make this change would have been 1995, but I believe the second best time is now with the launch of Scene Graph in UEFN.
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Inu Games@games_inu

They changed the orientation of axis in ortho view in #UE5.6. Is the LUF coming here too?

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SkyFell
SkyFell@SkyFell_rpg·
Still working on the game, been busy with some behind the scenes asset making Finally got the intro cinematic colored/composited🎉, just needs some sound design #SkyFell #indierpg #gamedev #rpgmaker #ツクールMV
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Quod Soler ☀️
Quod Soler ☀️@QuodSoler·
I'm starting to think ImGui should come pre-integrated in Unreal. It seems to be the default standard for AAA debugging tools nowadays. @TimSweeneyEpic any possibility for this to happen 👀
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Genki✨
Genki✨@Genki_JPN·
Capcom says they are focused on "re-activating" dormant IPs! "In addition to regularly releasing major new titles each year, Capcom is focusing on re-activating dormant IPs that haven’t had a new title launch recently." capcom.co.jp/ir/english/new…
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JDSherbert
JDSherbert@JDSherbert_·
@OddworldInc Probably the Magog Cartel. They gave the sligs and mudokons jobs and shelter, helped terraform hostile environments, provide medicine (courtesy of working with Vykkers), setup transport/locomotion systems, and of course, make delicious food!
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