Thanks Christian, much appreciated!
I'm joining Blue Twelve, the team behind Stray :)
Thanks Christian, much appreciated!
I'm joining Blue Twelve, the team behind Stray :)
Thank you for the past five (or so) years.
Itβs been a pleasure discussing with each and every one of you, and Iβm truly humbled by your support and generosity π
Much love,
Ghislain
Iβll also try to release as many of my remaining WIP projects as I can tomorrow on Patreon.
www.patreon.com/c/GhislainGir
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 π 3 π 0 π¬ 1 π 0
Once again, thank you all so much for the love and support over the past few years.
It genuinely reshaped my life π₯°
As many of you already know, Iβll be starting a new job on Monday β and thatβll be it for me π₯²
No new content for the foreseeable future.
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.
πΊ Watch here:
www.youtube.com/watch?v=NxIa...
π₯³ Thatβs it β my new and final video is live on YouTube!
In this 2h15 deep dive, I try to summarize everything Iβve learned over the past two months while diving head-first into C++ compute shader dispatch in UE and RDG.
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 π 0 π 0 π¬ 0 π 0Thanks. 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 π 0 π 0 π¬ 0 π 0Roger that. But there's a broader understanding to have here I suppose. Using three float2 would be equally troublesome here, I think π€ Struct would still be padded to be 16bits aligned.
13.01.2026 12:39 β π 0 π 0 π¬ 1 π 0Noted, thanks!
13.01.2026 12:37 β π 2 π 0 π¬ 0 π 0I'm a bit puzzled. Anyone care to explain what's going on like I'm a 5years old? π₯²What are the best practices to avoid getting owned again in the future? ty :d
13.01.2026 10:51 β π 1 π 0 π¬ 2 π 0At 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 π 1 π 0 π¬ 1 π 0FVector3f 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 π 1 π 0 π¬ 1 π 0oof, 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 π 5 π 0 π¬ 2 π 0A 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 π 84 π 17 π¬ 4 π 0
Anyway, I hope you all had great holidays π₯°
Happy new year!! Cheers.
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
This helped immensely: github.com/2Retr0/Godot...
This as well: github.com/tigershan113...
And that one, ofc: dev.epicgames.com/community/le...
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 :|
Holidays side project. I'm trying to join the FFT ocean gangπ
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 stillπ
Files are available as a Tier 3 reward on my Patreon:
www.patreon.com/c/GhislainGir
Thanks for the support <3
Cheers
New video on my YT! π₯³
A 55-minute deep dive into God of War's dual-depth foliage interaction technique. β¬οΈπ§΅
I don't know :D
20.12.2025 22:49 β π 1 π 0 π¬ 0 π 0
dev.epicgames.com/documentatio...
Amazing stuff!
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 π 1 π 0 π¬ 0 π 0No 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 π 1 π 0 π¬ 1 π 0Almost done with this. Hoping to be done with the breakdown video before holidays :)
17.12.2025 00:10 β π 10 π 0 π¬ 0 π 0