Ghislain Girardot

Ghislain Girardot

@ghislaingir.bsky.social

UE content creator, specialized in tech art. I don't share my opinion much.

1,181 Followers 482 Following 378 Posts Joined Nov 2023
2 weeks ago

Thanks Christian, much appreciated!
I'm joining Blue Twelve, the team behind Stray :)

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2 weeks ago

Thank you for the past five (or so) years.

It’s been a pleasure discussing with each and every one of you, and I’m truly humbled by your support and generosity 🙏

Much love,
Ghislain

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2 weeks ago
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Get more from Ghislain Girardot on Patreon creating educational UE projects and a video game!

I’ll also try to release as many of my remaining WIP projects as I can tomorrow on Patreon.

www.patreon.com/c/GhislainGir

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2 weeks ago

My Patreon will remain active, as it contains 5 years of work and hundreds of up-to-date UE projects, most of which are still very relevant despite the major workflow shifts introduced with UE5.

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2 weeks ago

Once again, thank you all so much for the love and support over the past few years.
It genuinely reshaped my life 🥰

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2 weeks ago

As many of you already know, I’ll be starting a new job on Monday — and that’ll be it for me 🥲

No new content for the foreseeable future.

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2 weeks ago
YouTube
Understanding C++ Compute Shader Dispatch and RDG in Unreal Engine YouTube video by Ghislain Girardot

This was long overdue and took wayyyyy too long to produce, but here it is.

There are still a few knowledge gaps I was hoping to fill, but I ran out of time.
📺 Watch here:
www.youtube.com/watch?v=NxIa...

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2 weeks ago

🥳 That’s it — my new and final video is live on YouTube!

In this 2h15 deep dive, I try to summarize everything I’ve learned over the past two months while diving head-first into C++ compute shader dispatch in UE and RDG.

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1 month ago

Thanks, that's handy. I knew alignment was a big topic haha but I never faced an actual issue because of it until now. I'll have to learn how to make better use of VS debug tools/RenderDoc. Could by handy...

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1 month ago

Thanks. I'll have to see what Visual Studio offers for debugging structs :) I'll have to take a look at RenderDoc as well hehe

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1 month ago

Roger that. But there's a broader understanding to have here I suppose. Using three float2 would be equally troublesome here, I think 🤔 Struct would still be padded to be 16bits aligned.

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1 month ago

Noted, thanks!

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1 month ago

I'm a bit puzzled. Anyone care to explain what's going on like I'm a 5years old? 🥲What are the best practices to avoid getting owned again in the future? ty :d

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1 month ago

At first I tried to add a float pad_ after float3 Location; and float3 Extent; in the HLSL struct but this didn't work. I suspect that's not where the compiler is adding padding to the CPP struct? Adding padding to both structs did work.

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1 month ago

FVector3f says its 12bytes/4bytes aligned, FVector4f says its 16/16. I expected the struct size to be 40bytes but it's 48. I suppose the use of a FVector4f forces the whole struct to be 16bytes aligned?

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1 month ago
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oof, I got owned so hard. First time trying to use a struct in a compute shader. Things did not go as planned... After an entire day of debugging, structs could be the only culprit. This causes alignment issues. Using float4/FVector4f fixes it

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2 months ago
YouTube
A strand based hair simulation running on GPU YouTube video by Jorrit Rouwe

A sneak peak of what I've been working on: A strand based hair system for Jolt Physics (WIP): youtu.be/Rl19G0c003o

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2 months ago

Anyway, I hope you all had great holidays 🥰

Happy new year!! Cheers.

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2 months ago

It feels like a nice way to end my UE content creator journey. I kinda started with water, so I'll end with water I guess =)
I'm hoping to do more stuff with interactive foliage before that though

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2 months ago
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GitHub - tigershan1130/UE4_FFT_Ocean: FFT Ocean 4.26 FFT Ocean 4.26. Contribute to tigershan1130/UE4_FFT_Ocean development by creating an account on GitHub.

This helped immensely: github.com/2Retr0/Godot...
This as well: github.com/tigershan113...
And that one, ofc: dev.epicgames.com/community/le...

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2 months ago

Next:
- Get a better understanding of the many existing FFT GPU/CPU algos
- Cascades
- Foam & velocity
- Splashes
- Copy UE's water quad tree
- GPU Readback
- Get more comfortable with UE's RHI
- Clean code
- Try using UE's FFTGPU
- Make a video about it before end of February :|

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2 months ago
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Holidays side project. I'm trying to join the FFT ocean gang😅
I'm now at least somewhat more comfortable with various GPU programming paradigms and UE's RHI & CPP compute shader dispatchs, but I've so many questions still😅

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2 months ago
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Get more from Ghislain Girardot on Patreon creating educational UE projects and a video game!

Files are available as a Tier 3 reward on my Patreon:
www.patreon.com/c/GhislainGir

Thanks for the support <3
Cheers

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2 months ago
YouTube
In-Depth Look at a Unique Approach to Foliage Interaction YouTube video by Ghislain Girardot

www.youtube.com/watch?v=tDBA...

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2 months ago
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New video on my YT! 🥳

A 55-minute deep dive into God of War's dual-depth foliage interaction technique. ⬇️🧵

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2 months ago

I don't know :D

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2 months ago
Preview
Animation Rewind Debugger in Unreal Engine | Unreal Engine 5.7 Documentation | Epic Developer Community With the Rewind Debugger you can record real-time segments of projects and preserve the data for debugging workflows.

dev.epicgames.com/documentatio...

Amazing stuff!

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2 months ago

Damn, that's fantastic work! Thanks for sharing. Always a treat to see WIPs of complex systems like this :)

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2 months ago

No worries about the wall of text :D sry for the late reply. I'd be curious to know how they did it for PoP as well. It appears UE has all the built-in tools to rewind anims and what not for debugging purposes, so I'm assuming it can be recycled for gameplay as well. I'd have to look at their method

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2 months ago
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Almost done with this. Hoping to be done with the breakdown video before holidays :)

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