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@dzmitryj_
just a gaymer / tech director - founder @ remnant ent / twatter is my own / 🏳️⚧️🏳️🌈
Sydney, New South Wales Katılım Temmuz 2016
874 Takip Edilen257 Takipçiler
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We're deeply saddened by Jeremy's passing, Insurgency was a major inspiration for Ready or Not, and we are thankful for how the vision on that project helped us realize ours.
We're all in this together and mental health is no exception. Suicidal ideation can be a drastic place to be in- but transformation of it is also possible, please feel welcome to reach out for help if you find yourself in a similar situation:
iasp.info/suicidalthough…
Michael 'Mikee' Tsarouhas@dev_mikee
Jeremy's death was a suicide and it's important to talk about
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Behind the pretty frames of #PRAGMATA. Breaking down many tricks and hidden gems of the renderer behind @CAPCOM_RandD's RE Engine.
i hope you enjoy & find this few months worth of freetime article useful...
i had FUN playing the demo and digging every bit of it, & looking forward for the game official release next week!!!!
mamoniem.com/behind-the-pre…
@PRAGMATAgame @PRAGMATA_JP @CAPCOM_RandD

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My son for past 2 weeks has been using Pencil.dev with Unreal Engine Slate, basically converting DOM -> C++ -> DOM for UI huds etc for his game.
He now shows me how he weaponized that more in UMG ... he's literally coded his own UI framework to be more DOM-centric.
So proud.
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@dzmitryj_ Unfortunately the GPU raycasts never made it because the overhead of going to the GPU and back was too much at the time. Someday they will be back though!
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@_Jambax @Atlassian If you ever get it back or can grab it via the API switch to linear immediately
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Years of work lost because @Atlassian killed my free account and gave the URL to someone else. Just gone without warning.
Utterly defeated.
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Since integrating Jolt Physics into UE5.7, I hadn't considered that UE Profiling traces are extremely useful (duh) to track async call back traces to Jolt across worker threads. Before that I was just relying on runtime debugging since originally I didn't want to architect over the PhysicsEngine, and PhysInterfaces, but since making a team for this new game, the job has become bigger.
I was wondering why my Movement Gates weren't authoring ownership in the UScene, realized I needed to dig deeper. So, I built a step worker that takes enqueues and work items submitted from Jolt down to it's job system that gets async threaded onto UE's worker thread paths allowing me to now find out that I had silent failing bodies, and convex collision coming untracked paths in the job graph that I had no idea about until I started tracing async across the board.
Learning something new everyday. 🤦 #ue5 #physics #ue5blog
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You cannot make an engine that has to compile literally 5000+ shaders on startup, you just can't, there's fundamentally no way to fix it apart from a total fucking rewrite.
Why do you even have that many fucking shaders? Are they all permutations? Do you have one shader per thing?
What the actual fuck unreal engine, this literally the epitome of "Yeah this was never meant to be a generic engine, but for some fucking reason we decided to use it as such and now we can't go back"
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The PSO explosion has grown so much that today we need massive cloud servers to deliver the PSOs. Each vendor has their own solutions. We should fix the root cause instead of building this massive infrastructure.
tomshardware.com/pc-components/…
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Crashout Interactive DMCA striking people reposting video clips. Just stating this so people know that this is not us claiming the clips -- you can post our clips to twitter, I don't care. Another entity claiming copyright over our content is, however, illegal. @ThreatInteract

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