I've made Unigraph, a local/self-hosted FOSS personal knowledge graph, notetaking app, and personal search engine that connects with your existing workflow (demo & access in link) unigraph.dev
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πŸ“…︎ Nov 18 2021
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Figuring out Unreal Engine 5 as a freelance concept artist to incorporate it into my workflow v.redd.it/rjafneues7581
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πŸ‘€︎ u/arrow97
πŸ“…︎ Dec 13 2021
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Alex Whitt shared an extensive breakdown of the Interphone Control Panel project and showed us the Unreal Engine 5 workflow without post-processing. v.redd.it/9n23w65n0o981
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πŸ‘€︎ u/80lv
πŸ“…︎ Jan 04 2022
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Anton Tenitsky explained how he transferred the same scene from Unreal Engine 5 to Blender and talked about the workflow behind it. v.redd.it/4gjsai66eva81
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πŸ‘€︎ u/80lv
πŸ“…︎ Jan 10 2022
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Workflow from Houdini Engine -> Substance Painter -> Unity/Unreal?

Traditionally we do 3D sculpting/modeling/retopo in DCC, UV unwrap, texturing in Substance, and then we get game-ready assets to use in Unreal.

Now we have Houdini Engine, which allows us to use HDA directly in Unity/Unreal. But how does Substance fit in this workflow? As far as I know there is no way to use HDA in Substance, right? So do I still need to export .obj/.fbx first? But if I would export .obj/.fbx anyway, what's the point of Houdini Engine? Is it only for assets that can be procedurally textured?

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πŸ‘€︎ u/raincole
πŸ“…︎ Dec 18 2021
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Would you be interested in a Unity style workflow in Love2D (and other Lua engines)?

I recently started working in Love2D in preparation for the Playdate, and I quickly found I wanted a similar workflow that I have in Unity3D. I spent some time reading the (entire) Lua manual, and felt I was in a pretty good spot to make a light weight unity style engine. I also learned to really love Lua. Such a cool language.

I was after these things:

  • A scene graph (game objects and parents/children, full transform support with local/global position and transform caching)
  • Game object events and lifecycle management (Enable/Disable, Messaging eg Update/LateUpdate)
  • Components (multiple components attached to game objects)
  • Unity2D style layer management and auto scene graph matrix pushes
  • Portability - make stuff in Love2D, but easily move it over to Playdate by wrapping up some core engine features
  • Robust error handling - component errors shouldn't break the engine
  • Not to recreate unity, but bring over core workflow features

I spent a little time putting together little library called "Lunaty", partially because it was madness I was doing it in the first place.

I thought I'd ask in here if that's something the community may be interested in, because if so I could flesh it out, smooth off the edges, and offer it as an open source library for anyone else who wanted to use it.

As an example - this is how you create a new GameObject and add a couple of components

https://preview.redd.it/vysnntubw0381.png?width=920&format=png&auto=webp&s=0135358e66ddf22344f77d00a22d1bf8a7f16c7b

And this is how you define a component

https://preview.redd.it/6mcxy2fow0381.png?width=731&format=png&auto=webp&s=35606ed57ea73bbabda565bb780c4d52fd606bb4

The system will manage the lifetime of the object, unity style, so you don't need to track object. Just create new ones and they'll be alive until destroyed.

To set it up in a project, you just create a game object like this, and call it from the Love2D update loop

https://preview.redd.it/abkb4axrx0381.png?width=804&format=png&auto=webp&s=25bcab59f0872b0634fe0d2641eb8f308191bda6

https://preview.redd.it/0pdmlaawx0381.png?width=222&format=png&auto=webp&s=b2f3cc9e7a6cf3a2528def12fd5bc2b336cfa9e4

So yeah - thought I'd just test the waters to see if this is something that others may want to use. If not, then I can just keep using it as my internal tool, but maybe others would be keen on something like this too.

EDIT: I did just discover there is another proj

... keep reading on reddit ➑

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πŸ‘€︎ u/TimeJockey
πŸ“…︎ Dec 02 2021
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Level Artist Julia Maximenko showed us how to create a magical forest using the Megascans/Unreal Engine 4 workflow. reddit.com/gallery/q8n9gq
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πŸ‘€︎ u/80lv
πŸ“…︎ Oct 15 2021
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Alex Whitt shared an extensive breakdown of the Interphone Control Panel project and showed us the Unreal Engine 5 workflow without post-processing. v.redd.it/iflq44jd0o981
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πŸ‘€︎ u/80lv
πŸ“…︎ Jan 04 2022
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Alex Whitt shared an extensive breakdown of the Interphone Control Panel project and showed us the Unreal Engine 5 workflow without post-processing. v.redd.it/x1wp30yzzn981
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πŸ‘€︎ u/80lv
πŸ“…︎ Jan 04 2022
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What is a good & efficient gamedev workflow for using Quixel Mixer + Unreal Engine 4?

I've been using Blender for quite a while, and I'm used to it's texture painting tools, creating procedural materials and baking the textures, etc. for game development. I optimize the mesh on every single face, always taking a lot of care with polygon count. For that, I use the Edge Split modifier a lot, instead of adding extra edge loops to sharpen edges. Also, no subdivision surface.

Then, I decided to give Quixel Mixer a go. The thing is, quixel mixer requires a lot more geometry to work with smart materials. SM simply don't recognize edges when they're split (and yes, it makes sense, if you imagine an algorithm guessing edges under the hood). An alternative is to work with curvature maps. The problem with this is it requires one to model an extremely detailed model, and then bake it into a low res mesh together with the required maps (curvature, normals, AO...), and this seems like an extremely time consuming task. There is also UV unwrapping, rigging, and all the good stuff to debug until ending up with the final game-ready asset. Considering I'm working right now on a character, which in game is a skinned mesh, just makes things worse on the polygon count problem.

Just because of this tiny little problem with 3d edge detection, I have to take this whole process, which is very indie-unfriendly to me. Seems like I'm better off (I mean, faster and simpler) just modeling the final game-ready mesh once, and making the quixel mixer's work on my own, hand painting masks, edges, imperfections and stuff all in blender with nodes + cycles.

My question is: Do you know a nice workflow from Blender to Quixel Mixer to UE4 that could speed up this process?

I don't have experience modeling and baking extremely detailed meshes, so I'm a little bit afraid of the problems I might encounter, like UV unwrapping, rigging, etc. Tell me about your experiences, if you faced the same problem and managed to figure out a way to do that efficiently. I hope I'm just being too attached to what I'm used to in blender, and the whole modeling + low res baking process is fine and efficient.

Maybe, there is a way to quixel mixer recognize Edge Split modifier in .blend files? idk.

Does bridge for blender overcome this situation? I never tried
I need help. Being a solo dev under burnout on the spare time sucks quite a bit.

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πŸ‘€︎ u/EmanuelKozerski
πŸ“…︎ Jan 03 2022
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I'm looking for some advice on whether or how data scientists use SQL query engines like Presto / Trino or Spark SQL? What part of the workflow / job do you typically use these for? I've come across material mentioning the that FAANG companies all use Presto with dedicated data science clusters...

I'm keen to understand where and how they are used. Thank you in advance for any help you can provide.

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πŸ‘€︎ u/brrdprrsn
πŸ“…︎ Dec 01 2021
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Does anyone have resources for a Blender -> Unreal Engine workflow?

I downloaded unreal engine about a month ago and the render times are absolutely unbeatable, but blender still tops it for animating and creating custom assets. Does anyone have any resources to get the best of both worlds here? I’m thinking something along the lines of material baking -> fbx scene export -> import to unreal? Any help would be great, ty

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πŸ‘€︎ u/BohemianRapCity
πŸ“…︎ Jan 07 2022
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C++ Workflow : C++Parallel Computing and Asynchronous Networking Engine

Github link

C++ Workflow is a light weighted Asynchronous Network Framework and its elegant design can satisfy most C++ back-end development requirements including search services, HTTP applications, online advertisements, etc.

To quickly build an HTTP server:

#include <stdio.h>
#include "workflow/WFHttpServer.h"

int main()
{
    WFHttpServer server([](WFHttpTask *task) {
        task->get_resp()->append_output_body("<html>Hello World!</html>");
    });

    if (server.start(8888) == 0) { // start server on port 8888
        getchar(); // press "Enter" to end.
        server.stop();
    }

    return 0;
}
  • It currently supports HTTP, Redis, MySQL, and Kafka protocols.
  • It has built-in service governance and load balancing features.
  • ...

For more information, you can see the github.

Any feedback would be greatly appreciated!

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πŸ‘€︎ u/-InvalidName
πŸ“…︎ Jan 04 2022
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Alex Whitt shared an extensive breakdown of the Interphone Control Panel project and showed us the Unreal Engine 5 workflow without post-processing. 80.lv/articles/designing-…
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πŸ‘€︎ u/80lv
πŸ“…︎ Jan 04 2022
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A General Workflow Engine

Hey, I recently interned at a small startup and they used something they called a workflow engine, which used to generalize the process of building user workflows. It would have been so complicated to write business logic for every new flow, but this piece just made it super easy to develop new flows. It changed the way I thought about design.
Q 1. Is this something that is used very heavily in the industry?

When I googled I got Form Builder websites. I am thinking of building one (I have a use-case), but I am interested in knowing if there already exists something like this.
Q 2. Are there other ways of developing complicated user flows where multiple users, multiple steps, etc might be involved?

Thank you in advance!

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πŸ“…︎ Nov 09 2021
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What's your game-changers for Unreal Engine workflows?

For me it's been Q to straighten the connections between nodes as well as "open the last level" option on the engine startup.
I think I've already saved myself hours just by knowing these and I was wondering what else I'm missing out. Do you have any tips?

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πŸ‘€︎ u/Scriptorium-
πŸ“…︎ Oct 17 2021
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A Fortune 10 company is planning to build a product engine that leverages HTS for token issuance and HCS for data integrity, allowing any end user to introduce trust, transparency, and seamless value exchange into business workflows. This product will potentially be used by thousands of enterprises
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πŸ“…︎ Sep 02 2021
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Maria Aguilar discussed the workflow behind the Stylized Witch House project and talked about using Unreal Engine for environment art. v.redd.it/5t5wumcuc6w71
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πŸ‘€︎ u/80lv
πŸ“…︎ Oct 28 2021
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Picked up Unreal Engine 5 about two months ago, and I'm happy to release my first short cinematic. I can't get over how powerful the workflow is. Enjoy! v.redd.it/3veccbqbkul71
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πŸ‘€︎ u/Conbond007
πŸ“…︎ Sep 06 2021
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3Ds Max to Unreal Engine - Artists Workflow youtu.be/rtIYk1xIx8c
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πŸ‘€︎ u/ZliaWili
πŸ“…︎ Nov 23 2021
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I found a useful way to create gradients inside of the engine and then use them in my shader. Please ask me if you have any questions about the workflow. youtu.be/2Yokw8oyReM
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πŸ‘€︎ u/EliasWick
πŸ“…︎ Oct 17 2021
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Computational reproducibility with BioNix: Unifying package managers, workflow engines, and containers academic.oup.com/gigascie…
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πŸ‘€︎ u/toraritte
πŸ“…︎ Oct 17 2021
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Unreal Engine 5 - New Game Development Features and Workflows youtube.com/watch?v=d1ZnM…
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πŸ‘€︎ u/NeoStark
πŸ“…︎ May 26 2021
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DivisiMate Black Friday Sale - Realtime MIDI Divisi Engine workflow utility ($139.30) until 2 December divisimate.com/
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πŸ‘€︎ u/Batwaffel
πŸ“…︎ Nov 18 2021
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Workflow for Engine DJ with a Prime Go?

I bought a 256gb Flash card and I'm wondering how to setup my library on the flash card. I read the manual but it still wasn't clear to me.

Do I put my music on my flash card and then point Engine DJ software on the PC to that card? Or do I keep the music on my PC and then load it into Engine DJ and use the sync button to get my music onto the flash card?

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πŸ‘€︎ u/pete716
πŸ“…︎ Oct 22 2021
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Artists Workflow for Unreal Engine 4 Tutorial youtu.be/rtIYk1xIx8c
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πŸ‘€︎ u/ZliaWili
πŸ“…︎ Nov 23 2021
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Maria Aguilar discussed the workflow behind the Stylized Witch House project and talked about using Unreal Engine for environment art. v.redd.it/m4ign9pac6w71
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πŸ‘€︎ u/80lv
πŸ“…︎ Oct 28 2021
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Unreal Engine 5 - New Game Development Features and Workflows youtube.com/watch?v=d1ZnM…
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πŸ‘€︎ u/NeoStark
πŸ“…︎ May 26 2021
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Output Arcade is my go to engine for sampling and it fits like a glove with Orba's workflow youtube.com/watch?v=odw-T…
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πŸ‘€︎ u/likillen
πŸ“…︎ Sep 13 2021
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Trying to incorporate Unreal Engine in my motion design workflow. First animation done with Unreal Engine 5, completely realtime. v.redd.it/7sojz3wr6hg71
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πŸ‘€︎ u/bakkernils
πŸ“…︎ Aug 10 2021
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Unreal Engine 5 - New Game Development Features and Workflows youtube.com/watch?v=d1ZnM…
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πŸ‘€︎ u/LordofWhore
πŸ“…︎ May 26 2021
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Shipt/Plinko: a light weight statemachine/workflow engine for go

Shipt released Plinko - a golang library for building light weight statemachines and workflow engine for go. It's licensed under the MIT license. The number of states and transitions are limited only by memory, and speed of transitions happen at over 25 million transitions per second per thread/go-routine. Business processes during transitions will take much more time, but this demonstrates the minimal overhead in using the library.

Check it out. https://github.com/shipt/plinko

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πŸ‘€︎ u/mongomanga123
πŸ“…︎ Aug 24 2021
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Migration of Bing’s Workflow Engine to .NET 5 | .NET Blog devblogs.microsoft.com/do…
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πŸ‘€︎ u/MrTurnerj
πŸ“…︎ Jun 16 2021
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Madison Riley shared the workflow behind the stylized Plague-Master's Crypt environment, made using ZBrush, Maya, Substance Painter, and Unreal Engine 4. 80.lv/articles/the-plague…
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πŸ‘€︎ u/80lv
πŸ“…︎ Nov 01 2021
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Houdini - Xsens - Unreal Engine 5 || Sneak peek of CRETE Workflow for combat systems development. v.redd.it/tct1wq64o7971
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πŸ‘€︎ u/steppenlovo
πŸ“…︎ Jul 04 2021
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Spent some time testing out the 'Quick-Start' workflow for my custom VN / Dating Sim game engine v.redd.it/10mavmurybo71
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πŸ‘€︎ u/Cronza
πŸ“…︎ Sep 18 2021
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Stuck Together started as 3 university students wanting to make games and now we are a team of 6 releasing our second game, Stuck Together. A 2 player co-op where teamwork is key. Thanks to Unreal Engine for making our development workflow very smooth. v.redd.it/c7jwr0q9qdc71
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πŸ‘€︎ u/Egyptman09
πŸ“…︎ Jul 20 2021
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Migration of Bing’s Workflow Engine to .NET 5 | .NET Blog devblogs.microsoft.com/do…
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πŸ‘€︎ u/Kissaki0
πŸ“…︎ Jun 16 2021
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David VΓ€son shared a breakdown of the Foreboding Ruins projects, talking about the process and technical experiments, emphasizing the Megascans and Unreal Engine 5 workflow. v.redd.it/plbw3adezet71
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πŸ‘€︎ u/80lv
πŸ“…︎ Oct 14 2021
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Level Artist Julia Maximenko showed us how to create a magical forest using the Megascans/Unreal Engine 4 workflow. 80.lv/articles/making-a-m…
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πŸ‘€︎ u/80lv
πŸ“…︎ Oct 15 2021
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Indrajeet Sisodiya shared an enormous breakdown of the Neon Sins scene, showed us the workflow, and explained how to set up lighting in Unreal Engine: https://80.lv/articles/neon-sins-creating-a-realistic-cyberpunk-city-in-unreal-engine/ v.redd.it/z9qo5w2r7l971
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πŸ‘€︎ u/80lv
πŸ“…︎ Jul 06 2021
🚨︎ report
A General Workflow Engine

Hey, I recently interned at a small startup and they used something they called a workflow engine, which used to generalize the process of building user workflows. It would have been so complicated to write business logic for every new flow, but this piece just made it super easy to develop new flows. It changed the way I thought about design. Is this something that is used very heavily in the industry? When I googled I got Form Builder websites.
Are there other ways of developing complicated user flows where multiple users, multiple steps, etc might be involved?

πŸ‘︎ 2
πŸ’¬︎
πŸ“…︎ Nov 09 2021
🚨︎ report

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