Unreal Engine Developer/Tech Artist. Made Sky Creator, SSFS, Blockout Tools and more. https://xitter.cf/t.co/aJihpxFQkP

부산
Joined December 2014
I've recently released the Light Propagation Volumes (custom GI plugin) for #UE5 LPV is an algorithm of resolving the diffuse light bounce from the perspective of the sun in world space (firstly introduced in 2009 by Crytek). It's non-temporal, performant and lightweight.
20
84
1
1,035
44,893
Fun fact: I was in Shanghai just a week ago on the Paradise Lost live show. One of the best experiences of my entire life.
Hello again from Shanghai! UnrealFest here opens today.
8
772
Not many people know, but my plugins are essentially meme templates
19
950
UnVault Launcher was reviewed on YT!
With Epic announcing that their new launcher is vibe coded, I decided to go check out alternative launchers if you're primarily using it for #UnrealEngine. There's a lot of options that can fit basically anyone's needs, and I show off the ones I could find. youtu.be/v10fjK1ymVY
1
2
16
1,060
Dmitry Karpukhin retweeted
Ok. I’m so excited to announce a bunch of new things that I don’t even know where to start. Finally wrapped up a MAJOR update for EasyWaterscape! My biggest one ever, and the fruits of nearly 2 months of work so far. 1. HUGE performance gains. The per-frame cost is cut by about 67%, making EWS nearly 3x faster than before. 2. A revamped water mesh that runs better AND looks better. It’s optimized for TSR (far less ghosting/smearing), and gives you fine, granular control over the exact triangle density you need (or can afford) for your project. This makes EWS far more suitable for games than it was. 3. A brand new documentation site with info on all the new features, the changelog, the new benchmark results and more: easywaterscape.williamfauche… 4. Improvements to Underwater (BETA), including water surface meniscus. I can't wait to spend more time on the underwater side, it's going to look fantastic when I'm done with it. (Edge blur & distortion aren't in yet, but they're coming.) Man. This has been so satisfying and a ton of fun. #DellTech #NVIDIA #DellProPrecision #unrealengine #gamedev
21
35
2
499
17,295
Dmitry Karpukhin retweeted
Following three years of development, FluidNinja LIVE-2 released - free to download at the community server #FluidNinja #UE5 #realtimeVFX #VFX #gamedev
90
432
40
4,276
502,100
Going to stick with my own launcher for now. I don't think mine crashed even once, though it's vibecoded too. I have nothing against personal hobby projects being vibecoded that solve a single task, but when it's done to serve millions of users? Not too sure...
We vibe coded the Epic Games Launcher to be faster than the other guy. Don't believe us? Test it out for yourself in Preview: launcher.epicgames.com
7
44
2,019
Just released a new version of my custom launcher for managing UE installations and Fab assets. Still an early version, but coming pretty nicely. About 50 downloads since first release btw! It's like 50 times more than expected :D github.com/skxdoom/UnVaultLa… New features below.
3
2
49
1,816
And a more interesting one - you can install a plugin into a project directly, with optional recompilation (Visual Studio required). Those who follow me for a while remember that some engine hotfixes broke some Fab plugins and it could only be fixed by recompilation. This is it.
1
2
209
I didn't mention performance yet. It's also very lightweight on CPU, RAM and VRAM unlike... you know. A Big Disclaimer: if Epic Launcher works just fine on your machine than you probably shouldn't change anything. Mine just refuses to work, which sparked this project.
1
185
In the new version of UnVault Launcher it's possible to install/remove plugins to multiple engines at once. Same goes with asset packs. Also added download history and various QOL things. The goal is still to make the workflow with Unreal Engine as frictionless as possible.
1
1
55
1,965
Next big step would be adding Projects tab with customizable categories. One more thing I'd really like to experiment with is "install plugin to project" feature with subsequent re-compiling. That would still require installing VS, but at least it could remove manual copying.
7
288
Dmitry Karpukhin retweeted
People ask me what Scythe is capable of. Here it is in the hands of an industry veteran where he made everything in Scythe.
HALL-oween part 4, making a scene with every other day using #ScytheEditor for all geometry in #UnrealEngine I need more books! #gamedev #UE5 #gameart
4
3
2
140
36,121
For some reason I've never seen the music side of twitter. Does it even exist?
1
10
961
Seventeen years later… The time has come for Machinarium 2 🦾🔧 Wishlist NOW on Steam.
496
2,672
951
14,889
750,101
UnVault Launcher now has a new release focused on download stability and user experience. I've got a bit of a positive feedback (to my great surprise, since expected a backlash), so figured you might be interested. github.com/skxdoom/UnVaultLa…
3
9
60
3,065
The elephant in the room: Epic have announced previously the new official launcher built from ground up, with no ETA. That means that underlying API might or might not change without a warning - nobody knows. Meaning that the app works now, but no guarantees about the future.
1
7
400