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  1. Embed this notice
    The Seven Voyages Of Steve (sinbad@mastodon.gamedev.place)'s status on Thursday, 09-Jan-2025 02:41:33 JST The Seven Voyages Of Steve The Seven Voyages Of Steve

    Man, figuring out how to manually position particles in Niagara was a huge PITA. Docs mention Niagara Data Channels and Niagara Data Interfaces but so much of it is out of date and / or incomplete it's kinda *worse* than it not being there at all.

    In the end I discovered I could do it just with user array parameters indexed with particle IDs, which *become* data interfaces, something never mentioned in the docs so making the connection was extremely hard. I feel a blog post coming on

    In conversation about 4 months ago from mastodon.gamedev.place permalink

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    • Embed this notice
      The Seven Voyages Of Steve (sinbad@mastodon.gamedev.place)'s status on Thursday, 09-Jan-2025 02:47:00 JST The Seven Voyages Of Steve The Seven Voyages Of Steve
      in reply to

      I feel like "Here's list of points I'd like Niagara to use as particle positions" is not a particularly weird thing to ask, but I found nothing about it that didn't immediately get deep into the experimental API weeds (and already broken NOW), or extremely abstracted concepts. Not once did I find someone saying "yeah you can just bung an array param in there and link it up to particle index" so either I'm super dumb for not immediately knowing that or this is a gap in the cloud brain

      In conversation about 4 months ago permalink
    • Embed this notice
      The Seven Voyages Of Steve (sinbad@mastodon.gamedev.place)'s status on Thursday, 09-Jan-2025 19:08:20 JST The Seven Voyages Of Steve The Seven Voyages Of Steve
      in reply to
      • Craig P

      @Craigp I definitely need to write this up so that search engines can find it

      In conversation about 4 months ago permalink
    • Embed this notice
      Craig P (craigp@mastodon.social)'s status on Thursday, 09-Jan-2025 19:08:21 JST Craig P Craig P
      in reply to

      @sinbad Damn, I wish I'd known you were doing it, I learned it the same way and could have tipped you off.

      In conversation about 4 months ago permalink
    • Embed this notice
      The Seven Voyages Of Steve (sinbad@mastodon.gamedev.place)'s status on Friday, 10-Jan-2025 00:34:53 JST The Seven Voyages Of Steve The Seven Voyages Of Steve
      in reply to

      I've written up my notes on how to pass points manually to a Niagara system in order to exploit its renderers for doing non-simulated things - in this case a "throwing arc" visualisation element: https://www.stevestreeting.com/2025/01/09/niagara-particles-setting-positions-manually/

      #unrealengine #niagara

      In conversation about 4 months ago permalink

      Attachments

      1. Domain not in remote thumbnail source whitelist: www.stevestreeting.com
        Niagara Particles: Setting Positions Manually · SteveStreeting.com
        from @
        The Requirement Niagara is great for simulated particle systems, but its renderers seem pretty useful for non-simulated things as well. What if I just want to give Niagara a set of points, and tell it to use those as particles? My use case was a “throwing arc” visualisation, for when you’re aiming a thrown projectile. UE provides you with helper functions to generate a list of points from a given start position and velocity (see the “Predict Projectile Path” suite of functions), and I want to display that in the world to preview where I’m throwing it.
    • Embed this notice
      The Seven Voyages Of Steve (sinbad@mastodon.gamedev.place)'s status on Friday, 10-Jan-2025 00:50:40 JST The Seven Voyages Of Steve The Seven Voyages Of Steve
      • Parrot (Jeff)

      @psychicparrot42 👍 I'm trying to be better about sharing my tips as soon as I figure them out, I sometimes intend to "in the future" but by the time I think about it the moment has passed & maybe I don't remember all the details. It takes a little longer than my scrappy Obsidian notes but it's worth it

      In conversation about 4 months ago permalink
    • Embed this notice
      Ric (dev_ric@fosstodon.org)'s status on Friday, 10-Jan-2025 00:52:32 JST Ric Ric
      in reply to

      @sinbad you're manually positioning what now? 🤨

      In conversation about 4 months ago permalink
    • Embed this notice
      The Seven Voyages Of Steve (sinbad@mastodon.gamedev.place)'s status on Friday, 10-Jan-2025 00:52:32 JST The Seven Voyages Of Steve The Seven Voyages Of Steve
      in reply to
      • Ric

      @dev_ric Now with pictures: https://www.stevestreeting.com/2025/01/09/niagara-particles-setting-positions-manually/

      In conversation about 4 months ago permalink

      Attachments

      1. Domain not in remote thumbnail source whitelist: www.stevestreeting.com
        Niagara Particles: Setting Positions Manually · SteveStreeting.com
        from @
        The Requirement Niagara is great for simulated particle systems, but its renderers seem pretty useful for non-simulated things as well. What if I just want to give Niagara a set of points, and tell it to use those as particles? My use case was a “throwing arc” visualisation, for when you’re aiming a thrown projectile. UE provides you with helper functions to generate a list of points from a given start position and velocity (see the “Predict Projectile Path” suite of functions), and I want to display that in the world to preview where I’m throwing it.
    • Embed this notice
      Ric (dev_ric@fosstodon.org)'s status on Friday, 10-Jan-2025 00:59:37 JST Ric Ric
      in reply to

      @sinbad see, without the context of a game development, manually positioning particles sounds like a way cooler responsibility.

      In conversation about 4 months ago permalink
    • Embed this notice
      The Seven Voyages Of Steve (sinbad@mastodon.gamedev.place)'s status on Friday, 10-Jan-2025 00:59:37 JST The Seven Voyages Of Steve The Seven Voyages Of Steve
      in reply to
      • Ric

      @dev_ric 😄

      In conversation about 4 months ago permalink

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