
Porting the QuadriFlow quad remesher to Rust: two upstream bugs and a max-flow surprise
A dependency-free Rust port of QuadriFlow for SketchUp to Unreal: two upstream bugs that hang it on T-junctions, and why Boykov-Kolmogorov beat Dinic.
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A dependency-free Rust port of QuadriFlow for SketchUp to Unreal: two upstream bugs that hang it on T-junctions, and why Boykov-Kolmogorov beat Dinic.
We continuously run scenes and objects across different locations and scenarios to keep the project stable. In Unreal Engine we use profilers - GPU/C
When a material graph grows in Unreal Engine 5, it is tempting to ask: would writing HLSL directly...

I have spent the better part of a decade sitting in on technical interviews for game studios, reading...

Today I want to give you a first look at one of the systems I’ve been working on for my game: the...
Designing a UI in Unreal Engine 5 is not a binary choice between Widget Blueprints and C++. The more...
Building an online FPS or TPS in Unreal Engine 5 is not a matter of choosing one "networking...

Over nine months ago, Magickness started as an experiment: could a solo developer use AI as part of...

As a hobby project I tested whether I could build a fully functioning game with AI. The result in...
Unreal Engine has an enormous open-source ecosystem. The hard part is often not finding a project; it...
When an Unreal Engine 5 project starts taking audio seriously, the same questions appear: Is the...

Write the demo contract first I start a bid demo with a short contract: target review...