Ghislain Girardot's Avatar

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: 13.11.2023
Posts Following

Posts by Ghislain Girardot (@ghislaingir.bsky.social)

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

22.02.2026 11:29 β€” πŸ‘ 5    πŸ” 0    πŸ’¬ 0    πŸ“Œ 0

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 πŸ™

Much love,
Ghislain

21.02.2026 22:08 β€” πŸ‘ 9    πŸ” 0    πŸ’¬ 1    πŸ“Œ 0
Preview
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

21.02.2026 22:08 β€” πŸ‘ 5    πŸ” 0    πŸ’¬ 1    πŸ“Œ 0

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.

21.02.2026 22:08 β€” πŸ‘ 3    πŸ” 0    πŸ’¬ 1    πŸ“Œ 0

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

21.02.2026 22:08 β€” πŸ‘ 5    πŸ” 0    πŸ’¬ 1    πŸ“Œ 0

As many of you already know, I’ll be starting a new job on Monday β€” and that’ll be it for me πŸ₯²

No new content for the foreseeable future.

21.02.2026 22:08 β€” πŸ‘ 5    πŸ” 0    πŸ’¬ 1    πŸ“Œ 0
Understanding C++ Compute Shader Dispatch and RDG in Unreal Engine
YouTube video by Ghislain Girardot Understanding C++ Compute Shader Dispatch and RDG in Unreal Engine

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.
πŸ“Ί Watch here:
www.youtube.com/watch?v=NxIa...

21.02.2026 22:08 β€” πŸ‘ 8    πŸ” 2    πŸ’¬ 1    πŸ“Œ 0

πŸ₯³ That’s it β€” 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.

21.02.2026 22:08 β€” πŸ‘ 16    πŸ” 1    πŸ’¬ 1    πŸ“Œ 0

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...

13.01.2026 15:04 β€” πŸ‘ 0    πŸ” 0    πŸ’¬ 0    πŸ“Œ 0

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

13.01.2026 15:02 β€” πŸ‘ 0    πŸ” 0    πŸ’¬ 0    πŸ“Œ 0

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

13.01.2026 12:39 β€” πŸ‘ 0    πŸ” 0    πŸ’¬ 1    πŸ“Œ 0

Noted, thanks!

13.01.2026 12:37 β€” πŸ‘ 2    πŸ” 0    πŸ’¬ 0    πŸ“Œ 0

I'm a bit puzzled. Anyone care to explain what's going on like I'm a 5years old? πŸ₯²What are the best practices to avoid getting owned again in the future? ty :d

13.01.2026 10:51 β€” πŸ‘ 1    πŸ” 0    πŸ’¬ 2    πŸ“Œ 0

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.

13.01.2026 10:51 β€” πŸ‘ 1    πŸ” 0    πŸ’¬ 1    πŸ“Œ 0

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?

13.01.2026 10:51 β€” πŸ‘ 1    πŸ” 0    πŸ’¬ 1    πŸ“Œ 0
Post image

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

13.01.2026 10:51 β€” πŸ‘ 5    πŸ” 0    πŸ’¬ 2    πŸ“Œ 0
A strand based hair simulation running on GPU
YouTube video by Jorrit Rouwe A strand based hair simulation running on GPU

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

10.01.2026 21:07 β€” πŸ‘ 84    πŸ” 17    πŸ’¬ 4    πŸ“Œ 0

Anyway, I hope you all had great holidays πŸ₯°

Happy new year!! Cheers.

02.01.2026 22:48 β€” πŸ‘ 0    πŸ” 0    πŸ’¬ 0    πŸ“Œ 0

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

02.01.2026 22:48 β€” πŸ‘ 2    πŸ” 0    πŸ’¬ 1    πŸ“Œ 0
Preview
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...

02.01.2026 22:48 β€” πŸ‘ 0    πŸ” 0    πŸ’¬ 1    πŸ“Œ 0

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 :|

02.01.2026 22:48 β€” πŸ‘ 0    πŸ” 0    πŸ’¬ 1    πŸ“Œ 0
Video thumbnail

Holidays side project. I'm trying to join the FFT ocean gangπŸ˜…
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 stillπŸ˜…

02.01.2026 22:48 β€” πŸ‘ 16    πŸ” 1    πŸ’¬ 1    πŸ“Œ 0
Preview
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

21.12.2025 22:34 β€” πŸ‘ 0    πŸ” 0    πŸ’¬ 0    πŸ“Œ 0
In-Depth Look at a Unique Approach to Foliage Interaction
YouTube video by Ghislain Girardot In-Depth Look at a Unique Approach to Foliage Interaction

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

21.12.2025 22:34 β€” πŸ‘ 3    πŸ” 1    πŸ’¬ 1    πŸ“Œ 0
Video thumbnail

New video on my YT! πŸ₯³

A 55-minute deep dive into God of War's dual-depth foliage interaction technique. β¬‡οΈπŸ§΅

21.12.2025 22:34 β€” πŸ‘ 8    πŸ” 1    πŸ’¬ 1    πŸ“Œ 0

I don't know :D

20.12.2025 22:49 β€” πŸ‘ 1    πŸ” 0    πŸ’¬ 0    πŸ“Œ 0
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!

17.12.2025 03:00 β€” πŸ‘ 1    πŸ” 0    πŸ’¬ 0    πŸ“Œ 0

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

17.12.2025 00:17 β€” πŸ‘ 1    πŸ” 0    πŸ’¬ 0    πŸ“Œ 0

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

17.12.2025 00:13 β€” πŸ‘ 1    πŸ” 0    πŸ’¬ 1    πŸ“Œ 0
Video thumbnail

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

17.12.2025 00:10 β€” πŸ‘ 10    πŸ” 0    πŸ’¬ 0    πŸ“Œ 0