Suda51 apre alla possibilità di portare Romeo is a Dead Man su Switch 2, ma tutto dipende da Unreal Engine 5
https://fed.brid.gy/r/https://www.galaxyaddicted.it/2025/12/romeo-is-a-dead-man-switch-2-suda51/
Suda51 apre alla possibilità di portare Romeo is a Dead Man su Switch 2, ma tutto dipende da Unreal Engine 5
https://fed.brid.gy/r/https://www.galaxyaddicted.it/2025/12/romeo-is-a-dead-man-switch-2-suda51/
[Перевод] Parrot Game Sample: референс-проект для перехода на Unreal Engine
Смена движка — один из вечных вопросов разработки игр, и разработчики знают, что перенос команды и проекта на новый движок может оказаться непростым испытанием. Движки отличаются друг от друга на архитектурном уровне, и это сказывается на всем: от стиля кода и инструментов до арт-пайплайнов создания графики. Это означает, что паттерны разработки и накопленная экспертиза команды потребуют обновления, если вы переходите на другой движок. Мы хотим сделать переход на Unreal Engine как можно более плавным для разработчиков — и здесь как раз пригодится Parrot Game Sample! Перейти к разбору
https://habr.com/ru/companies/otus/articles/950452/
#миграция_на_Unreal_Engine #переход_с_Unity_на_UE5 #Parrot_Game_Sample #25D_платформер #lumen #nanite #Behavior_Trees #геймдев
The problem of #Nanite is not in its implementation, but rather the work pipeline.
Imagine having to tell the artists they now have to make 3~4 LOD versions because they want to optimize the game... for all the models they already did.
Fuck no. Enable Nanite, release the game and let PC Gamers take the blunt buying an RTX.
#Videogames #Gaming #Games #GameDevelopment #GameDev #UnrealEngine5 #UE2 #UnrealEngine #Unreal5 #GameEngine #Modeling #3DModeling
Changelists 40280437 and 40871224 from #UnrealEngine 5.6 can save a lot of memory and install size on platforms that don't need #Nanite fallback meshes.
We are on 5.5 in one of our projects, and don't plan to update to 5.6. I spent some hours today, getting those changes into the project, and testing the results, and am quite happy, as they seem to save about 400 MiB of VRAM on consoles.
(non-public) Github Links:
https://github.com/EpicGames/UnrealEngine/commit/af5a1d4e98d30f9a225a2004dbda6f09058e2cc5
https://github.com/EpicGames/UnrealEngine/commit/1cfc6ae760c35ec5de2780476738dbc249cc35fb
Latest hard surface doodle in UE5... as Nanite mesh.
I realized that I don't really have good workflow for hard surface modelling for Nanite. Any recommendations for tutorials/courses? Esp. with focus on UVs and texturing for higher poly models?
New devlog post about exporting voxel models to optimised glTF meshes for Unreal Nanite.
There's a few technical details including some of the work arounds I use for issues with Nanite.
Unreal Engine Nanite recreated in Blender using Geometry Nodes.
I tried making UE5’s NANITE in BLENDER
~ James Combridge
(7:25 YouTube video)
I tried making UE5's NANITE in BLENDER! 👉Join the mailing list to get some free photoscans blender assets!: https://jamescombridgeart.gumroad.com/l/photosca...