Spherical Polar Coordinates from the always inspiring
XorDev ๐ป๐ ported to Unreal Engine material.
==
Download M_SphericalPolarCoord (1,2,3) from github.com/DarknessFX/U...
Source code screenshots:
@drkfx.bsky.social
Developer, Gamer, Maker, Coolhunter, Adventurer! PT,EN GameDev ToolMaker at https://github.com/DarknessFX .
Spherical Polar Coordinates from the always inspiring
XorDev ๐ป๐ ported to Unreal Engine material.
==
Download M_SphericalPolarCoord (1,2,3) from github.com/DarknessFX/U...
Source code screenshots:
C++ static calls, add #include "RaylibUEBPLibrary.h" and start using the API.
Blueprint nodes feature easy chaining, providing data between nodes for frictionless development.
(e.g. Using Timeline node or Tick event)
50+ Raylib draw functions as Blueprint nodes (e.g., DrawCircle, DrawText, DrawModelEx) with exact parameters for 1:1 learning.
Access to the Renderer DrawCommandList for real-world pipeline practice.
RaylibUE plugin for Unreal Engine
Bridges Raylib's easy-to-use drawing API (by @raysan5 ) with @UnrealEngine's intuitive Blueprint nodes.
Ideal for GameDev teachers/students as starting point to learn and experience both worlds.
==
Free and open-source at github.com/DarknessFX/R...
Big update to DFoundryFX plugin for Unreal Engine 5.6.
Lots of fixes, performance improvements, code cleanup, DPI scaling fixed (I hope ๐).
Engine Tab is completed and functional again. ๐
==
Free and open source at github.com/DarknessFX/D...
DFoundryFX plugin for Unreal Engine 5.6 is available at github.com/DarknessFX/D... .
This is a preview version. I need to update the Shader Compiler monitor, a lot changed since UE 5.1 and takes a lot of time to test because it only works for packaged games... Build, test, repeat.
Unreal Engine CommonUI Minimal Menu Kit
Unreal Engine CommonUI Minimal Menu Kit, free and open source at github.com/DarknessFX/U...
09.07.2025 17:34 โ ๐ 0 ๐ 0 ๐ฌ 0 ๐ 0XCC Quinn fab.com/listings/fa9...
Kronos GHS fab.com/listings/492...
Sci-Fi Characters fab.com/sellers/RAIS...
I just saw some new free character models for UE5 on Fab. It's always welcome to have variety beyond Manny and Quinn meshes, and for free, it's doubly welcome.
== links ๐งต๐
Each pixel is a thread...
I'm reading "CUDA by Example" and this sample blew my mind. Ripple effect is common in pixel shaders but always relative to the surface.
Here each pixel is a GPU thread, calculating its value every frame.๐คฏ
This from a 2010 book and I didn't know it was possible until today.
UEMaterials 2nd Anniversary! ๐ป๐๐ฅณ
200+ Unreal Engine materials, 260+ GitHub stars.
I'm glad you all are enjoying the repository.
To celebrate, I added a Gallery where a thumbnail collection of all materials is presented, linked to the source code screenshots. (WIP)
==
github.com/DarknessFX/U...
SDL3 officially released!๐๐ป
To celebrate, I updated my Zig Template BaseSDL3 with the new version and added options to build using it as a shared or static library.
github.com/libsdl-org/S...
==
github.com/DarknessFX/z...
Note: I forgot to post new Nvidia CUDA template + VSCode w/ RADDebugger "hack"
"traceResponse": true
}
},
==
I don't know if it's possible to fix these hard-coded paths, but it should be easy enough for anyone to adapt.
"MIMode": "gdb",
"miDebuggerPath": "C:/Unreal/RadDebugger/raddbg.exe",
"miDebuggerArgs": "-q -auto_step -project D:/workbench/Zig/inProgress/zTinyRasterizer/bin/Debug/${workspaceFolderBasename}.exe",
"logging": {
"engineLogging": true,
"trace": true,
"program": "${workspaceFolder}/bin/Debug/${workspaceFolderBasename}.exe",
"args": [],
"stopAtEntry": false,
"cwd": "${workspaceFolder}",
"preLaunchTask": "${defaultBuildTask}",
"externalConsole": true,
"avoidWindowsConsoleRedirection": true,
RadDebbuger from github.com/EpicGamesExt...
launch.json:
==
{
"name": "Debug with RadDebugger",
"type": "cppdbg",
"request": "launch",
"presentation": {
"hidden": false,
"group": "",
"order": 3
},
I'm using VSCode with Cppvsdbg for a while but its features are lackluster, today I tried RadDebugger and it works surprisingly well.
I "hacked" a custom command into launch.json as a shortcut to start a RadDebugger session with the latest debug build.
The difference it makes when you move a division and float cast outside the loop is significant.
And where I spent my time yesterday, sometimes the smaller functions can be the trickiest to fix.
I optimized so much that I had to spend a day rewriting my FPS counter because the frame timing was so small, my sleep (in milliseconds) was missing vsync.
I almost had to add: if (delta < 100) Sleep(1ms);
Yes!!! GLFW-less version also working!! \o/
Uploading BaseVulkan Zig Template source code to github.com/DarknessFX/z... in a few minutes. ๐ช
8 hours and 900+ lines of code later: ๐ป
Now that I have a version working 100%, I'm going back to find out why my GLFW-less version failed.
I'm bored... I should write a Vulkan "Hello Triangle" in Zig without GLFW3.
A day later and 850 lines of code = FAIL.
Today I'm going rewrite everything with GLFW3 and following Vulkan Tutorial.
Nothing like a good amount of pain to fix boredom. ๐คฃ
Why do I make and share basic templates?
Because if I spent an afternoon to make this work (Zig+Raylib+Emscripten[HTML5, WASM, WebGL ES]), someone starting in dev would take a week and AI assistance won't help at all.
Yo @thunderowl.one , I just received the tulip.computer , a picture of it with my good old M5Stack Core.
Thank you for the recommendation, I really wanted an ESP32-S3 with a big screen! ๐
1st mini game made with Zig + raylib , took 4 and ยฝ hours.
Like the wise man said "First you learn how to do it right, then you learn how to do it fast".
More updates and templates:
- Lua scripting.
- SQLite, LMDB and DuckDB databases.
- ODE (Open Dynamics Engine) and Chipmunk2D physics.
Download the new templates, ready to use and build, from github.com/DarknessFX/z... .
==
I think I got almost all C compatible UIs and Frameworks that I know ported to Zig.
It is 2025, there's no excuse for making new apps that output to the terminal (exception granted to IoT). ๐
Zig language : yesterday was super productive, I was able to port and upload templates for Allegro 5, SFML2, NanoVG.
Today I included a Webview template too, for those who prefer to use HTML instead of an UI framework.
== links ๐งต๐
Download MF_MannequinExtrasColor from github.com/DarknessFX/U...
==
1) Source code screenshot.
2) Before > After changes to default M_Mannequin .
I published MF_MannequinExtrasColor to UEMaterials repository.
It is an easy to use function that you add to M_Mannequin Base Color and presents a list of new color parameters to customize UE5 Manny and Quinn.
== Link and source code: ๐งต๐