Victor Careil

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Victor Careil

Victor Careil

@phyronnaz

Pushing voxel technology forward at @VoxelPlugin using @UnrealEngine You can DM me on discord @ phyronnaz

Montpellier, France Katılım Aralık 2015
1.8K Takip Edilen7.8K Takipçiler
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Victor Careil
Victor Careil@phyronnaz·
How to make a cave in Voxel Plugin under 2 min If you are in Orlando I can do live demos!
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Ghislain Girardot
Ghislain Girardot@GhislainGir·
Cool to see this blew the mind of a few people :D I kinda forgot to give a shout out to GodofPen for its community tutorial though, that's where I learned that trick from: dev.epicgames.com/community/lear… my bad
Dmitry Karpukhin@skx_doom

Thanks to @GhislainGir recent video on YT, I discovered that you can register and access a custom uniform buffer in the materials and it's actually very handy! Helps to avoid messing around with external render targets and/or Material Parameter Collections in the code.

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Dennis Gustafsson
Dennis Gustafsson@voxagonlabs·
Adding multiplayer to this game has been far more complicated than making the entire engine for single player. This is a project that spans 3+ years and dozens of developers and now it's finally time to let it out in the wild!
Teardown@teardowngame

🚨 Teardown Multiplayer update launches on PC March 12 – 2 PM CET 🚨 It's time to squad up and cause chaos together 💥 Co-op destruction, physics madness, campaign with friends & community mods like never before. Console version is coming later this year. Watch the trailer 👇

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Ghislain Girardot
Ghislain Girardot@GhislainGir·
🥳 That’s it — my new and final video is live on YouTube! In this 2h15 deep dive, I try to summarize everything I’ve learned over the past two months while diving head-first into C++ compute shader dispatch in UE and RDG.
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Alex 🦅
Alex 🦅@OutoftheboxP·
@phyronnaz You probably have a laundry list of them =)) Nice work nontheless
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Alex 🦅
Alex 🦅@OutoftheboxP·
If you merged any code to Unreal Engine’s source drop the PR in the comments. Even if it’s a little fix or a small QoL change. I will start:
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Victor Careil
Victor Careil@phyronnaz·
@BrianKaris Thanks for taking the time to write this! I really like that you explain why other techniques weren’t used. You did the same in your Nanite slides, it’s quite valuable to see the amount of research done before fully committing to a technique
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Arpit Bhayani
Arpit Bhayani@arpit_bhayani·
Here's something interesting about cache eviction - instead of tracking the exact LRU (Least Recently Used) item, we can just pick two random items and evict the older one. This is called "2-random," and it works surprisingly well. The idea is simple. When we need to evict something from our cache, randomly sample two keys, compare their last access times, and evict the one that was accessed longer ago. That's it. Why not just track true LRU? because, maintaining a perfect LRU requires extra memory and CPU overhead. We need a doubly linked list with pointers for every cache entry, plus the cost of updating it on every access. Btw, picking two keys at random and evicting the least recently used of the two becomes virtually indistinguishable from true LRU. It works because it avoids the worst random choices (by picking the better of two) while retaining enough randomness. 2-random also degrades gracefully when your working set exceeds the cache size. True LRU can cause near-100% cache misses when looping over data larger than the cache. Random eviction handles this better, and 2-random gives you the best of both worlds. Many in-memory databases are full of such "good enough" approximations. Dig deeper when you find time. It's fun.
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Victor Careil
Victor Careil@phyronnaz·
@mattworkman This was really interesting - definitely appreciate having your perspective on this!
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Matt Workman
Matt Workman@mattworkman·
I started a new YouTube channel called Workman Labs dedicated to Gen AI topics. I'm leaving CinematographyDB to be just UE and "traditional' 3D content. This is my first video covering designing and animating a logo. youtu.be/_kFy89RBhRk?si…
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Chosker
Chosker@ChoskerSanz·
@skx_doom @roelbartstra @phyronnaz Right, I had looked at that list with that function from Phy, but it was crashing 50% of the time XD Need to try it again
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Dmitry Karpukhin
Dmitry Karpukhin@skx_doom·
Made a new material node which samples custom "occlusion shadow" texture internally in Sky Creator, without any external assets. I never did this before, so are there any caveats to be aware of? Is this even safe?
Dmitry Karpukhin tweet mediaDmitry Karpukhin tweet media
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Unreal Engine
Unreal Engine@UnrealEngine·
Unreal Fest is headed to the Windy City June 16-18 and we’re looking for speakers🗣️ Got a compelling project built with Epic tools to showcase at Unreal Fest Chicago 2026? Well, we wanna see it! Proposal submissions are open now through Jan 22. Submit yours today: epic.gm/Unreal-fest-ch…
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Dylan Browne
Dylan Browne@DylserX·
Still after for a new Job! Avaliable in 3 weeks, Senior Tech Artist / Generalist who loves pushing visual boundaries, 13 years of #UnrealEngine, Tech Art, Lighting, Lookdev, Env, Cinematics, HLSL, BP, PCG, Niagara, Python, Houdini, Substance #TechArt #UE5 #UnrealEngine #GameDev
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Victor Careil
Victor Careil@phyronnaz·
@voxagonlabs @SebAaltonen I've moved my voxel raytracing project to WebGPU a few months ago, it's a lot of fun (especially with AI to write all the annoying bits for you) It "just working" anywhere (phones etc) is really really cool
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Dennis Gustafsson
Dennis Gustafsson@voxagonlabs·
@SebAaltonen Very cool to follow this project. I'm a bit curious about webgpu myself since graphics APIs is such a jungle these days
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Sebastian Aaltonen
Sebastian Aaltonen@SebAaltonen·
Canyon heightmap (same source). It's a 4K heightmap, so I had to (bilinear) upscale to 8K. My tech only supports 8K heightmaps. My planar predictor makes the 8K map compress to only 14MB. The mountain map was 30MB.
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Victor Careil
Victor Careil@phyronnaz·
Here's how this works in our own TVoxelSet instead: #L643" target="_blank" rel="nofollow noopener">github.com/VoxelPlugin/Vo…
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Victor Careil
Victor Careil@phyronnaz·
Interesting fact: TSet::Add always allocates a new element and removes it if it ends up being already in the set This can lead to unexpected reallocations (I personally expected Add to do nothing if the element was already in the set)
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Dylan Browne
Dylan Browne@DylserX·
Still looking for a new job! I'm a Tech Artist / Generalist who loves pushing visuals, 13 years of #UnrealEngine, Tech Art, Lighting, Lookdev, Env, Cinematics, HLSL, BP, PCG, Niagara, Python as well as a Houdini & Substance Avaliable mid Dec #GameDev #VFX #FX #GameArt
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Victor Careil
Victor Careil@phyronnaz·
@OutoftheboxP That’s what we do yeah - except directly from C++ instead of a prebuild step
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Alex 🦅
Alex 🦅@OutoftheboxP·
@phyronnaz This might be a stupid question but can you replace the .ush file on disk as a prebuild step with a custom one? So you can basically change the content before engine startup? Or is as useless as changing a .cpp file because the .dll was already built?
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Victor Careil
Victor Careil@phyronnaz·
Are there plans to refactor MaterialTemplate.ush to be easier to extend & debug? It's somewhat of a nightmare as it is. Feels like using index or named-based specifier would go a long way for readability instead of %s - eg, {GetMaterialCustomizedUVs} 1/2
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Ruslan
Ruslan@RuslanRVafin·
@phyronnaz What do you mean by "edit .ush on plugin load"? Is it possible to edit an engine .ush file from a plugin?
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