Sumary
Conception UI/UX and integration with frontend framework
Use : Git, SvelteJS, ExpressJS, Figma
Conception UI and integration in unreal engine.
Use : Git, SvelteJS, Figma, Unreal Engine (blueprint only on this)
Programming personnal tool
Weebhook for discord
Integration UX/UI from FIgma file
Creation of a crowd simulation system with +2000 replicating entities. Integrate Flecs (ECS in C). Recode a collision, quadTree and Linetrace system.
Implementation of a persistent GPU ID in Niagara for particle identification and arrays dynamics management
Use : UE4, Flecs, C++, BP, HLSL
I've created this plugin to display millions of numbers (made to be used in RPG/Vampire Survivor like). According to this benchmark, it's 6000x more optimized than using unreal widgets to perform the same task. It is also replicated and uses an ID system recoded by me, which allows it to run on the GPU while emptying memory.
Use : UE4, HLSL, Materials, Niagara
If the video doesn't load, click here : https://www.linkedin.com/feed/update/urn:li:activity:7124425767861547008/
I've created a solution to put a system within a system. This brings us closer to a workflow such as houdini. However, it does come with one constraint, which is that we have to adapt each module to this workFlow, which is not designed for this purpose.
Use : UE5, HLSL, Materials, Niagara, Blender, Substance
I integrated Unreal Engine's NavMesh into Mass. This allows me to manage hundreds of entities using the engine's native pathfinding. Each path is stored in my fragments. The blue sphere represents the next target, the red ones are the targets already reached, and the white one indicates the direction.
Use : UE5, C++, Mass, AI
If the video doesn't load, click here : https://www.linkedin.com/feed/update/urn:li:activity:7208464997864124419/
Multiplayer : Inventory, Lobby System
WaterMaterial in HLSL, like exemple here
VFX with Niagara (More about programming and workflow than artistry)
The Asynconf is an event in which conferences are organized. Moreover it is accompanied by a development competition that I was able to organize, control and correct during the 3 days of the event on the first and second edition. In total there are almost 300 exercises corrected and classified in an order of points.I took part in the 1st, 2nd and 4th years as moderator and proofreader
I help a number of UnrealEngine developers in their purely technical aspects. Like terrain generation, Niagara, data management...