To my great delight, I found myself immersed in three electrifying talks about Unreal Engineβs ScriptableTools (ST) over the past two months. After soaking up all this inspiration, I knew I couldnβt let these ST sparks fade away unused.
               
            
            
                07.05.2025 15:42 β π 0    π 0    π¬ 0    π 0                      
            
         
            
        
            
            
            
            
            
    
    
    
    
            Iβm pleased with the initial results, and I plan to implement a proper layout algorithm with C++ (like NodeSoup) once the graph grows. For now, itβs a convenient step to focus on setting up the fundamental mechanism that enables the ability for players to tweak character visuals procedurally.
               
            
            
                16.04.2025 05:56 β π 1    π 0    π¬ 0    π 0                      
            
         
            
        
            
            
            
            
            
    
    
    
    
            Nodes attract connected nodes with a logarithmic force based on distance, preventing nodes from attracting too strongly. Simultaneously, nodes repel disconnected nodes with an inverse of the squared distance, reducing repulsion as nodes distance apart.
               
            
            
                16.04.2025 05:56 β π 0    π 0    π¬ 1    π 0                      
            
         
            
        
            
            
            
            
            
    
    
    
    
            My basic UE implementation uses a Node class based on Actor, storing references to connected nodes. Instead of using UEβs Add Force, I manually calculate attract and repel forces on each tick.
               
            
            
                16.04.2025 05:56 β π 0    π 0    π¬ 1    π 0                      
            
         
            
        
            
            
            
            
            
    
    
    
    
            I discovered how D3 handles FDG visuals masterfullly 15 years ago and found a YouTube video where World of Zero attempted a simple FDG implementation in Unity. However, I couldnβt find an Unreal version. I decided to implement it myself, drawing inspiration from a neat document from Brown University
               
            
            
                16.04.2025 05:56 β π 0    π 0    π¬ 1    π 0                      
            
         
            
        
            
            
                            
            
            
            
    
    
    
    
            For my #SistineSimulator, I envision the figures and murals from Michelangeloβs original composition forming a preconfigured, structural network. On init, the network should visually explode like a Force-Directed Graph algo, akin to the BigBang or the Creation. This inspired me to research FDG in UE
               
            
            
                16.04.2025 05:55 β π 4    π 1    π¬ 1    π 0                      
            
         
    
         
        
            
        
                            
                    
                    
                                            https://temstuff.neocities.org/
                                     
                            
                            
                    
                    
                                            Game dev who loves making procedurally animated critters and does so as often as possible. Developing Cookie Gardening and Biolune. Owner of Meep Engine: https://www.meepengine.com/
Biolune: https://store.steampowered.com/app/3070190/Biolune/
                                     
                            
                    
                    
                                            Art&Game Creator | Sea Sniffers, Mighty Goose | Founder of the game studio Blastmode -> https://blastmode.games/
                                     
                            
                    
                    
                                            π· "e-wanna" | π» art director for Bear & Breakfast | π¨ illustrator & animator | βοΈ IG: @grimbanana | βοΈ ttrpg enthusiast | she/her
                                     
                            
                    
                    
                                            π©π»βπ¨ linktr.ee/mindydc88
Mindy β YOB 1995 β she/her β No A/I β No N/F/Ts β
π vgen.co/mindydc88 
π twitch.tv/mindydc88
βTip Jar: http://ko-fi.com/mindydc88
π¦Work Queue: https://trello.com/b/0lzC3cs9/mindydc88s-waitlist-tracking-reviews
                                     
                            
                    
                    
                                            AI/bot profiles will be blocked on sight
I post art sometimes
                                     
                            
                    
                    
                                            BlueSky only.
Tech enthusiast (optimist).
Futurist and early-adopter of everything.
βΎοΈ Curator
                                     
                            
                    
                    
                                    
                            
                    
                    
                                            I help people make games (DevPods.gg). GameDev since 97. Worked on Topple, Boom Blox, Medal of Honor. Formerly IGDA LA, IndieCade, Extra Credits. 4 GDC talks. 400k udemy students, 10M YouTube views/100k subs, 170k podcast DL. Vegan 23yr. Maskπ· he/him
                                     
                            
                    
                    
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Bugs, feature requests, feedback: support@bsky.app