Archives for : Tech

Yet, another Unreal stuff!

While this is not new…But this one means a lot to me, and will be always the very very close to my heart..Because…

If you didn’t get the reason, it’s because this is the first version of the Unreal Engine to support the upcoming PS5 & XB seriesX! Which not only means my fixes and my code went to the new generation already, but also means I’ve been with Unreal yet another full generation! Happy new generation to you Unreal!

Dunno what exactly was my work that made it to the 4.25 version, and by now I’m already lose tracking those things, but for sure this time was all bug fixing, and no new features at all from my side been submitted. The only features I’ve created in the past ~7 months, are only for the current gen consoles for my own joy, experimentation and learning[s], and Epic (afaik) not allowing for pull requests for those platforms.


Mirage, and the quality of life, episode 1

Back again, the Mr hollowman!!!
It’s been quite sometime “once more” since my previous post, but this is due to many things, mostly getting back late from work, which didn’t give me enough time to work on my personal side projects. Thankfully though i was able to make few things, some related to Mirage and others related to my Unreal Engine deep digging endeavors . While this post was planned to be Vulkan API one, about a problem i got while working on Mirage, and how the API limitations and rules led me to trick the API with it’s own rules to get what was not possible, but i did got the plan changed at last minute. And hold my post into the drafts as i’ll be upgrading it with much more findings (it’s about depth anyways, so when you see a depth related post, you shall know it was that one) and wanted to make this time a post that is more about showing some stuff that i felt happier user after I’ve coded in Mirage. The things mentioned below, and more other quality of life stuff, are not actually related to Vulkan API, but they are part of Mirage and the way i want it to be used. So let’s dive in that tiny features showcase!!!


Yet, believe it or not, every time i’m working on an issue or a feature, and there is a perfect angle to show it, i do change the code of Mirage to set the default view matrix to a hardcoded value at the start of the rendering loop. That was naive way to work, specially when i do need multiple views to compare, and I always knew that needs to be changed. But it was a matter of priorities. I need to store and to add bookmarks! so I can jump right away to the view i want.

Yes! that was the way i do it for multiple years for now, just to avoid wasting the time in tooling!!

I did have experience before with such a bookmarking workflow, with Unreal and Unity3d at least, and both usually allow for a fixed amount of bookmarks, usually the amount of the numpad numbers or the FUNCTION keys, so the numpad/F-Keys can be used and utilized as a quick shortcuts. But I’ve always wanted more, specially when working in larger world. And the way to get around that, was usually by adding cameras to the world, which is not that good.

Unity decided to go with the F keys to get up to 12
Where Unreal decided to stick with the num keys from 0 to 9

So, i decided to get the inspiration from those tools, to create bookmarking system, but at the same time, avoid their limitations, and let it open to have endless amount of bookmarks! Not only that, but give them names, so it can be more recognizable when the list gets larger.

Oh, fancy…I finally don’t have to hardcode views anymore!!!

And even better, i can go through all the list via PgUp & PgDn Keys!!! Isn’t that exciting!!!!

FOV ease access

One of the things that i really really love in 3d viewports, is the FOV. They can make thing look much much better, regardless using high or low value, it is all based on the style and realism of the displayed objects, or the final image in general. They can make a character look strogner, more realistic in terms of proportions, and can make it look cartoony. Usually when i deal with Unity3d or Unreal, the FOV of the view is changed from one of the viewport many menus, but that might not be very iterative when you need to keep trying out values from different angles.

There you go. A context menu!

At the same time, I never understood why most 3d engines and applications, would allow the mouse scrolling to zoom. While the mouse movement while holding RMB will do the same function! So i decided to get rid of one, and keep the other. Where the RMB hold-and-move made more sense for me to zoom in/out, the scrolling made perfect sense to me to change the FOV at any time!

Wide angle, narrow angle, all can be served in more intuitive way!

Navigation Speed

As the name implies, this is the speed of movement around the void. And where unreal’s way is very naive, where there is a slider at the top of the view-port. Or it is not??!!

needs multiple steps to change it for once!

At the other hand, I found Unity’s way is very very handy. Which is basically scrolling up or down while holding the RMB, and this will change the movement speed. And with the notification system showing the current viewport navigation speed whenever it is updated (the pop-ups at the middle of the screen), you can say i went all the way as Unity. This feature in Mirage was built exactly the same as Unity3d!
When i spoke about Unreal i said “Or it is not”, because i did find that some editors (not the main level editor) can actually low down the navigation speed “a bit” with mouse scrolling, but it can’t go to super slow or deadly fast as Unity3d would do.

Very handy!

All in all, those are few things that i wanted to share, that i find makes the navigation and the overall dealing with the view much more friendly, there are defiantly other quality of life things, but let’s put those into their own episodes to avoid getting a super long article here…I’m not good at writing anyways as you can tell =D


Oh, another Unreal contributions!

Yesterday I got my hands on the official launcher version of UE4.24 which was just released, and as always, eager to see if any of my personal fork changes made it to that release,..and guess what,…quite a few made it!

Let me spot some of my favorite changes….


One of my favorite ones in this version, is the ability to (FINALLY) get and/or set the splitscreen status. This one been very annoying for many people and specially the ones with blueprint projects, but that is not the case any more. With this two new nodes…

A lot can be made for multiplayer games!

Because this was very annoying, i even recall making a video 5 years ago about how to “go around” it!


People who worked with me in Unreal projects, already know that i spend most of the in-editor time in taking high-res screenshots..If not for WIP or blogging, then for satisfaction!!!!
Quite sometime ago I’ve added to my fork the feature of storing the screenshots with timestamp (date/time), it is super useful, specially when deleting undesired screenshots. The thing is, screenshot files in unreal used to be stored in numerical order, and every-time before storing a screenshot, the editor will check for an available number, which means if you have image called 001 & 002 & 004, when you capture new image, it will be named 003 to fill the gap, not 005 as expected. Which was annoying for me!
Not to mention, there is limit, which i can’t recall right now (1000 or something), and i don’t like limited features!!

But now with this

we can have that:

Oh..the screenshots in that image were taken 5 months ago! That pull request is really old!


Few months ago (around UE4.22 or 4.21) I’ve been working in a set of new landscape features (mostly inspired from Michael Kiessling, let’s give ’em some credit!), and that surprisingly met the task at epic of making changes within the entire landscape system and make the none-destructive thing that we have now (was not exist at that time). I’ve added some features that were not integrated within 4.24, but i feel in a way or another they were looked up/after, and had an impact on what we have now at 4.24!

Can read more about those landscape features at this blog post


If you write code, then you know that bugs are the ultimate fact! I’ve been continuously fixing UE4 bugs as a main method to learn about different areas of the engine, some times I do fix because they are impacting my personal work or because they are impacting someone i know. While other times they are blockers at the master branch during a weekend or so, and i need to get some changes, but at the same time to be able to compile and build UE4! And other times i just fix bugs just to dig deep about something…Anyways, i do like to push those fixes regardless why i did fix them, despite they will be approved or not, and within 4.24 there were quite a few of them, the one i loved the most, as it were impacting me personally was that one:

u already know how much i do LOVE the view modes and visualizing options within game engines 😉


And someone at work show me this today…it’s been an honor to contribute with UE4 so far, since day 1…..

Thank you for giving this piece of tech for FREE

And of course, you can check the full release notes here


Mirage’s PFR & IFL

It’s been a while since I did post in here, in fact been even longer since i did post about Mirage. But during that silence, i was still working on…Let’s say some different “Stuff”. And one of the main things I was casually working on during that time was defiantly Mirage.

There are a ton been made in Mirage, really a ton of things, starting from tiny things in loading files, writing files, or re-integration of the entire UI, up to complicated things such as full PBR bones skinned and animated meshes. Today however i want to spot something specific, which is the PBR & IBL rendering itself, regardless what type of mesh data been rendered. And as you might have noticed i put a title for the post as “PFR” to stand for Physically Faked Rendering! And “IFL” as you might have guessed to stand for Image Faked Lighting!

So why I do call it like that?

Well, before adding the full PBR support in Mirage, all what i knew about the PBR approach is the overall idea, what we see at the engine user end of something like Unreal or Unity or even any other engine that support PBR, no more details. Just use specific textures (roughness, metallic,..etc.) to define the surface being rendered. And that’s all of it!
And so as my idea about the image based lighting, just put an image to the environment cube, and it is used to light the scene.
But when the time came to implement it, i needed to start reading a lot more in depth about the process (At the end of the post, I’ll leave all the links for the articles that helped me to understand and implement that), but at the end of the day, it turns out to be another “emulation” to the feature. Like every thing else about rendering, it is faked emulation, stating from the basic movement of the camera in 3d scene up to things like shadows, caustics & everything else in rendering (Pre-RTX may be) need to be faked in order to give the feeling of it’s existence. Same way we fake that shadow been casted by a mesh and light source, we also fake that there is actual real environmental light and real surface definition for a set of polygons.

Anyways, so how that thing works (IMO) ?

1. SkyBox

We create a cube mesh (or load one), that will surround the entire scene, this will simulate the sky itself. And that’s why it is common to be called the “SkyBox”. I did knew that, but what i didn’t is as follow:
The skybox shader itself, is actually the simplest shader here, nothing fancy at all about it! Just a shader to wrap a mesh with texture!
One thing to keep in mind here, that this skybox mesh model matrix will need to match the view matrix, this way, when we zoom or move around the scene, the skybox remain far away from reach, and most importantly feels like a skybox!

2. CubeMap

That cube (aka sky) with that basic shader we mentioned, will not use just a simple texture to wrap the surface of the sky. Nope, it’s a 6 faces texture applied to it, this is called “CubeMap” (if u r not familiar with it), this is usually comes with the format of HDR (the type and format will actually depend on many things, my first implementation was actually a normal 6 textures stitched, and later i did support the read of HDR & KTX fiels).

The “Array Layers” is the number of the texture faces, or may be better to say the number of textures per texture!

btw, you can get a ton of pretty ones from the HDR Labs:

3. Light

Now the trick of using this image to light a scene/object is actually very simple, in every inch of the mesh (at pixel level, so better to say at every pixel the mesh is occupying at screen), we check the normal of it (vertex..or face? you guess!) and using this normal to get the color from the SkyBox texture, this will be basically the light color that will be sampled to this area of the mesh, and It’s why i’ve decided to work for a while in adding a new visualizing mode to show surface normals.

4. Irradiance CubeMap

But we now have an issue! This HDR CubeMap image have a ton of pixels that might have a huge range of colors data, This; First, will be very consuming at runtime. Second, won’t be efficient or even give good lighting results (no smooth lighting), and for that we have to take that huge HDR 6 faces CubeMap image, and re-generate a smaller & “blurry” version of it that holds a lot less information (not actually less, but more usable to light a scene), which called Irradiance CubeMap (the name makes perfect sense for the job!)
More useful screenshots about the irradiance at the debugging section below.

We go from this, full detailed cubemap. This original cubemap was 2048px
To this blurry cubemap image with more smoothness & blending between colors. The generated imaged usually 64px or so


Another texture we need to generate, which called BRDF, this one is basically the core reason to call the entire process “fake” as this texture is nothing more than pre-defined values for the surface/material roughness and camera view angles. It is like a table of values, that we look up through it at run-time while calculating the final color of each fragment (that belongs to an object using the PBR shading) on the screen. If we follow the standard common values, we will always get the exact same visual of that texture that is used in most common engines.

The generated BRDF view from NSight, usually looks like this in any PBR renderer
The equation from Unreal Engine Siggraph 2013 talk

6. PreFiltered CubeMap

And one more texture to generate, which is usually called “PreFilteredCubeMap”, which is dedicated to the specualr values based on the surface roughness (or roughness texture map if I would say at this moment). This texture idea is very simple, it is basically a series of mip-maps of the CubeMap, the mip 0 which is the most clear one, will represent a surface with roughness of 0.f, which means it is not rough at all. And go up in the chain of mips, until reaching the last mip-map of the cubemap, which is an equal to the roughness of 1.f.

One thing to highlight here, all those textures are generated at the beginning of the rendering process, even before creating any of the rendering pipelines, which means those are sort of baked textures that kept in memory. So what does this mean?
Well, it means if the skybox for example will be moving (rotating for example) at runtime, the lighting on the character will be still the same, as the textures already baked based on specific rotation of the skybox, so if the intention is to have static skybox, then it’s okay. But if not, then there need to be resources recreation at runtime to match the skybox rotation, which is not recommended. And i believe this is doable and can be faked with pre-baking some variation of textures based on the skybox rotation (1 texture per 90 degree, 4 would be okay) and then blending between them at runtime (this is still under investigation task)!


As you might have noticed, I do LOVE debugging modes (aka viewmodes, aka visualize modes) , so I’ve added a view mode for the cubemap irradiance contribution, which was very useful during the entire process of PBR integration. For example, this is to see how the irradiance contribute to lighting the model in PBR, only without the irradiance generation (or to be more specific, without blurry irradiance!)

And here how it looks when the irradiance correctly generated.

The difference is in the amount of details, where in the first image each pixel of the mesh might get a super different color than it’s neighbor, in the second we relying on the blurry version of the cubemap, which makes each pixel transition smoothly in the color with its neighbors. And if you can’t really tell the difference, then here a closer look with the Comperator tool.

And regarding the final composed image, it might look or even feel the same for the first glimpse. This is the version with the full cubemap details

And here how it looks when the irradiance correctly generated (smooth & blurry).

The difference in the final colored pass, is even more hard to find out, specially in a still image, but if you look closely you will feel some sort of grain or noise, which makes the image feel unnatural, and makes the skin texture feel…Having Scabies!
And if you can’t really tell the difference, then here a closer look with the Comperator tool.

Now let’s change the cubemap texture itself, to see how differ the irradiance contribution would be with another lighting conditions. here another screenshot, from exact same view for the exact same model, but with different cubemap texture loaded to the skybox and re-generated the PBR pipeline for the sake of update.

Super different! Fully blue model (Irradiance Contribution viewmode), because this new texture is full of blue and sky colors. And to see all together, final render + Irradiance contribution for two different cubemap textures, just for the sake of understanding how that works, behind the scenes

the compositing part of the shader is as simple as “vec3 diffuse = _irradianceTex * _albedoTex;”

Now, to dig it further! I’ve enabled the skybox rotation, which allows me to rotate it, but as expected, the model lighting never get affected, the lighting still the same! And using the new Irradiance Contribution viewmode can allow us to see that. Which is back to what I did mention before, that generating this type of textures, happening at load time, happening once, as it’s a costly process.

Q: So, is it impossible to get the effect of a correct IBL for PBR pipeline while rotating the skybox?
A: Well, the answer for this question is actually depeneds on the case. For example, if we think about a real scenario, the skybox is almost static, and never moves, specially when it is showing some buildings, interiors and whatnot. The point is, as long as the cubemap texture not showing bluesky with clouds only, then it make zero sense to rotate it at runtim (except for testing purposes).
The other thing, it depends on the generation time for the irradiance cubemap texture. At my case it take to generate, which might be great in terms of a process at load time, but makes not sense to update it at runtime.

At the meantime, you will notice from the video that i do add more of debugging features than actual rendering features. And this is really important for me at this early stage, as it became very helpful to find out things & understanding more behind the scenes using those magical checkboxes!

And of course, the head is from the 3DScanStore, it’s free and great item for testing! I didn’t use all the content that comes with it, and I’ve to paint some textures to fit the PBR pipeline as it is clearly it was not built for PBR!

Next related post, I may show and talk more about the animated/skinned meshes & PBR in Mirage.


Siggraph 2013 – Real Shading in Unreal Engine 4
Graphic Rants: Specular BRDF Reference
Wikipedia – Bidirectional reflectance distribution function
Physically Based Shading and Image Based Lighting | Trent Reed
Implementation Notes: Runtime Environment Map Filtering for Image Based Lighting | Placeholder Art
LearnOpenGL – Diffuse irradiance
LearnOpenGL – Specular IBL
Advanced WebGL – Part 3: Irradiance Environment Map – Codeflow
Coding Labs :: Physically Based Rendering
Analytical DFG Term for IBL | Krzysztof Narkowicz

Breaking down The Rats of “A Plague Tale”

Will try to not speak too much, and leave it to the content to handle the talk. With the most recent gameplay video of the amazing anticipated game (at least for me) A Plague Tale, I was fascinated by the rats in that demo, and I’ve seen some people speaking about the possibilities of having this in the final game, and others saying the game would fail to include that amount or would launch with less rats as a downgrade. So I wanted to put a proof of concept that this amount of rats and even 10x times more is still doable (speaking from Unreal + Niagara point of view). And at the same time, knock a new tiny closed door for the Unreal Engine users, to show that the huge world and possibilities relying beyond that door.

I’ve done many similar things in the past with Unreal and Cascade , some was experimental and others really saw some light. So I wanted this time to go ahead, do it with Niagara, Unreal and Epic’s tool-set. I used to have some 3DsMax and Maya custom built scripts, that give kinda similar results, but I wanted this time to use official unreal (4.22) not my own fork, and use any & every thing available to everyone (same max script, same rigging methods,…etc.) so I show some light in a direction that most of the users might not see. So, I hope I did good job with this one.

The full project source (will be updated with new tips as soon as I allocate more time to that project) is free and open for anyone on github:

And the tutorial, already uploaded (FINALLY!!!) to you tube in two different versions, as defined below:

  • Short Tutorial, ~10 minutes, which including the main steps, guidelines, the breakdown of the method and highlighting the core tips of the process.
  • Full Tutorial, ~37 minutes, which including every single detail about the process starting from getting the mesh, ending up with the entire map full of 50k reactive rats!
Watch it to get an idea, or if you want to not follow a step-by-step in detail guide

Watch it if you want to follow a step-by-step in super tiny detailed guide


Cascade 2 Niagara

If you been following this blog for quite sometime, you are probably familiar with the type of things that I like to do in my free time. Mostly challenging or out of the box stuff weird things the probably no one around 5000 miles is thinking about. One of those things that i consider as out of the box activity, is the “Magical Tools” or at least this is how i like to call them!

Several years ago when Unity3d announced the new amazing UI system they have, at that time almost everyone was using an editor extension called NGUI, and with that in mind, and while it seemed at that time that the future will be for that new teased UI system (4.6) and NGUI will decay, I started thinking not only about learning the new system, but also in a way to migrate all my projects (and anyone’s project) to that UI system, and the result was a nice converting plugin that been around for quite sometime until the UI system became pretty much the default standard for any U3d project.

Today I wanted to talk about something similar, but more recent. Couple of years ago Epic announced that a new FX system is in the way, and not too long, it became an experimental thing, and now it is officially within the engine as a plugin (well, 4 or 5 months ago). During that past few months, specially after it came out of experimental folder, I started to testing it, trying it, learning it, and try to make some of that new system emitters within my projects. Have to say it give a TON of control, and it is amazing system, the smart way it was built (imagine, particle modules ain’t header files o.O) not to mention that you can add your own modules, and expand and extend the Niagara workflow to the infinity and beyond, only with data! And while is sounds perfect, but this means all the FX that I made in the past is dead now, and must start making new ones, while Cascade will still not dead, but it is very clear, that a new system will replace and old one at some point, same as Sequencer and Matinee. So I decided to work more in digesting that system and do my favorite thing, which is a “magical tool”!

Few days Ago I’ve announced on twitter about the tool I’ve been working on since Niagara release, that will ease the conversion of old particle FX systems (AKA cascade) to new Niagara systems. And while the differences between the two systems are almost the day and night difference, but finally I managed to have ways and road to make something working as expected, fast & kinda considering all the possibilities.

There isn’t much to show right now, yet the converted asset will look like 70%-80% the old one, and this is why i prefer to keep working and pushing it further. Right now, it’s all code, console messages & broken *.uasset files, but I see potential with near 80% similarities!!!!
For now, it is a side road that i took to experiment something new within couple of days, and ended up being a plugin that lasted for 3 months or may be more.
While this project been in the work for quite sometime, I decided to finalize it as soon as possible, and and put it out, so instead of migrating alone to Niagara system, let’s all get prepared to make it a group seasonal migration to the new system!!!!


Unreal Python[S]

I have created a public repo where i’ll be cleaning up most of my personal unreal Python scripts that I’ve made (and keep making) to help me in processing many things faster while working with UE4 pipelines.
You can access the public repository on GitHub here. I’ve another larger private repo on gitlab full of the entire library of my scripts, but i would not love to share it right away, as there are many many outdated scripts or chunks of scripts, things need updates, things are replaced or removed from the main Py api of UE4, so I found it more safe to pick them one by one, make sure it works without any errors, and then push it to the public repo.

And to warm up, here is the first one in this series, make sure to follow the channel or the twitter account to get the latest news regarding the new scripts, i won’t be posting here per script.


I’ve created a public playlist, so things get easier to follow while scripts getting added frequently


Mirage Engine Latest Updates

Since my last post about “Mirage”, I had the chance to work on different branches in adding several new features to the engine. And while it is a complicated long term project & a side project as well, the progress becomes slow, but still happy with the outcomes regardless the amount.

Mirage now have a new tool called Screensho[p], which by that weird name you can easily guess it is the screenshot-ing tool in within the engine. Now no need to capture screens with a third party helper app or any external tools.
There is now a full screenshot-ting support that is copying right away from the buffers to a new imageview.
In the past years I had the chance to work with several commercial and in-house engines, while those engines either not allowing you to do screenshots without adding your own solutions (Unity as commercial example requires you writing editor extension for that goal), or giving you the opportunity to capture screenshots with many limitations (Unreal for example as an existing limited tool) such as file format, UI capturing and quality.

While writing the Mirage in-engine screenshot tool, I decided to start adding more options, like file format and UI which used to annoy me a lot with in in-house engines more than commercial engines. While in something like Unreal UI will not be captured, in Unity it will be captured, and will look ugly most of the time!

Check out the UI in this Unity based game I made earlier, it is captured using a Unity editor extension I made

Next step will be adding more functions to scale up the image. But yet, satisfied with the current options and generated captures….May be not satisfied with the JPG captures 😀 but what can we do JPG is JPG after all!

Another interesting part (for me at least) regarding this feature, was checking for & creating a user folder. It is something i didn’t think about it yet. The engine will need to store many values and/or files & user settings. So I decided to start handling this now while not much data need to be stored yet. And for the first time in the past ~8 years to handle such a thing in pure cpp. Have always been doing system/files related stuff either in C#, .Net or Py as the most common interfaces with any engine/API I used to use. And coming after those many years of dealing with Windows[C# & Py] to windows[C++]; I only must say, dealing with windows system in c++ got a lot worst over the years!
And btw, the engine footage in this article, in addition to the post featured image, are captured with Mirage’s Screenshop tool.

HDR & Cubemaps
While working on loading textures to test out models loading & the PBR shaders, I started in a new branch to load textures, as yet all the models were using color based textures. Yes Mirage yet can load textures to sample on meshes, but limited usage, so it was the time to expand that feature and make it BIG. And glad to say that Mirage by now can not only load all textures formats (JPG, PNG, PSD, TGA, TTF,…etc), but also all types.
For example apart from the common file format for images, Mirage can read HDR & KTX at the same time as high ranged images, and for each can load as HDR, LDR or Cubemap. All those options can be found in other engines of course, but not all of them at once!

A capture showing couple of PNG, JPG loaded along side to an HDR & RTX. Youll notice that the seleced image format is R8G8B8A8 while being HDR image as you can see, this is because for that example I done conversion from HDR to LDR

While I’ve to stop now, there are many other features been added, such as MSAA, VSync, Editable Wireframes, CollectionAssets, TurnTable Matrix, Editor options…. and much more, will sign off for now, and will be posting again about other things when I get the time. If you’ve any questions, feel free to reach out!


Graphics debugging in Mirage

After Vulkan based investigations I made few years ago, I started right away in my self-driven-like-a-lost-fish-in-the-ocean heavy experimentations in order to prepare the path for myself to start in creating a Vulkan (only) based engine. Till this moment I’ve built several 3d apps/engines, two crappy ones (one crapy & one crashy!), and the current one which is in progress and (hopefully) will be the best of the worst! The first two iterations contained a ton of branches at the repository, enough to confuse me, not to mention the thousands of lines commented either because it is not working, or because I was testing with. And crashes all the time for no safety or assertion check!

I learned a lot since that post, especially because I was officially super far far away from graphics coding for near a decade (fixing Unreal bugs or writing shaders not really something to count -_-). Glad to say, a TON of lessons learned from trial & error and happy to say no hardware loss yet =D. But the most important lesson was the must of getting as far away as possible from using short cuts combinations, as I always either forget them, or re-assign several tasks to the same short cut, and sometime it get worst (keep reading about that unique case). And try more to invest in a better solution. Today’s issue that I want to highlight as part of the short cuts, is the debugging, view-modes & visualizations.

Since I started at the first engine iteration, NSight and Renderdock have always been my lovely friends, can’t deny the great help i got from them, not only to detect issues, but also to learn more about the new API. But at the same time can’t ignore the time get wasted sometimes to visualize or dig deep into something related to my passes or shaders. Not to mention that I was assigning the debug views into the numeric keys in my keyboard next to tilde’~’ (0-9) but as soon as I exceed that number, it started to be messy and a big as hell issue from all aspects!

Coming for a huge Unreal Engine based background, I must get some inspiration, I’ve always admired the tools in there, the ideas and the quality is top notch, so I decided to learn from that good user experience, and try to do a similar thing.

I loved this endless list of Unreal Engine viemodes and visualizers, and I found it will be a good milestone for my engine, in order to make it more usable and user friendly, even if it is not something that will be used by millions of users, but still, making it great is a priority in order to push my productivity and experience. So,…I started working on it!

After I finished adding similar solution, and I became very satisfied about it, and freed the memory allocated in my brain to remember near 20 use of keys and combinations. I came to the two major question I always like to ask:

  • How to make my implementation different from the inspiration source “Unreal Engine”?
  • How to make it better than any other engine exist?

I run away to check how Unity implemented this user experience, at the end of the day, Unity3d & Unreal Engine is the most common and diverse with features free and accessible engines out there. Unfortunately found it handled through the post-processing stack profile new thing. Which makes it much less usable than Unreal Engine, and makes it far away from my goals.. Making it better. But I appreciate the ability to edit parms foreach mode! Which became an inspiration for something else (will discuss in another post).

This led me to a bit of confusion, but that was good phase, and now I’m really happy to be confused. Because this confusion made me decided to add one more essential question to ask myself, which should help me in defining the how of making the inspiration better. The question was “Why I want it to be better than Unreal Engine ones?” ! The How doesn’t matter, or in another meaning, the How will be easily defined by the Why.

While I used to use Unreal 3 and now 4 for almost a decade, and have always been happy user and satisfied with those type of tools in there, asking myself the “Why” question helped me to see what been a hidden element in my user experience, and putting my hands on the reason that could led to decreasing my usability sometimes. That hidden element was the ability to compare between different views or buffers at the same frame in a decent way. I know Unreal have the “Overview” thing, but this show several buffers, far from each-other and even worst, in tiny squares.

For me, most of the time I was flipping between different views to check for whatever i look for. When I had those modes linked to the keyboard buttons in my code, I was able to toggle quickly between any two different viewmodes or buffers, and check whatever I’m seeking. So, my issue in the mapped keys was the hilarious numbers of shortcuts I need to remember, but my blessing with the mapped keys was the ability to compare in an efficient way. Voilà !

And that was the outcome of this personal brainstorming. To make it better, I need to fulfill the need of being able to easily compare the modes/buffers.

As soon as I switch to anything, but the final lit mode, a tiny lil slider will show up, to allow me in doing the “Split Visualization” of the modes. Not only that, but also I can compare two different materials/shaders assigned to the same mode (you can see cell shaded material in the video below for example). Later I’ll blog more about my implementation for the viewmodes, as there are some nice stuff going on under the hood, and some optimization tricks I made in order to not fall again into the issues or crashes I got at the first iteration. Not to mention some Vulkan tricks been learned the hard way.

Last time I blogged about Vulkan I said I’m 50/50 sure about it. But after ~couple of years by now since I started with VK, and more than what I ever wrote of lines been written in those crappy engines, I’m glad to say I’m 99% sure about it. And no\ way back to OGL! I’ll try to blog frequently about Mirage engine, and if all goes smooth to the end of my plan, I might put the entire Mirage source online. Not sure yet!

And of course, the model is Emily.



The Unreal Garden!

Few months ago I did dump all the info regarding the UnrealEngine git repo. It was interesting seeing how many commits are in there, who made them, who is the most active user, who did the first commit,…etc. A ton of interesting data to know, not critical or essential, but nice to know if you love that tech!

But at the same time it never been enough or user friendly, so I started looking up for any previous tries of visualizing git data in more friendly way than text in a console font! and I was lucky to find out Gource (GitRepo or PreCompiled)! Which is an opensource git repo/app that allow you to visualize all the data related to any sourcecontrol based repo by going through it’s logs.

And as soon as I found it, I totally forgot the main reason i was looking for such a project. I enjoyed during all this time toying with it, as it is an opensource software, so it was a good chance to see its inner workings specially when I found out it is based on my beloved-sweet-darling-ex-api OGL, and when i’m done with my researches, I decided to go back to the main goal, which is visualizing the entire history of UE4 git repo.

Results are nice, Leave you with them!

Same full sim 60fps
Only final result 30fps
Only final result 60fps

And some shots (click to enlarge)



The video got featured at website  and 80.lvTwitter

  • udi udi song from paa
  • download offline real player
  • air os software
  • download phim hoac nguyen giap mf
  • trilha sonora keoma
  • firstclass mac os x
  • rpg online games
  • ce i cu inima mea
  • download snood on mac
  • vhs para dvd
  • php5 com mysql comArcio eletrA?nico
  • download sebastien tellier sexuality remix
  • download fernandinho cd uma nova historia
  • itunes x64 10
  • run daddy run
  • ntprint.inf x86 windows 2008 r2
  • privat server crossfire
  • samurai shodown rza download
  • anjos e demonios yes filmes
  • tippspiel em 2012 excel
  • avid pro tools 9 download
  • office 2010 download for key card
  • bug mafia hoteluri 2008 download
  • el matador pc
  • download soad sugar mp3
  • fatto de yaar bade ne
  • download lick you down
  • driver samsung l700 mobile
  • skat download fA?r windows 7
  • nonlinear process control download
  • on bended knee instrumental
  • senhor dos anAis download avi dublado
  • 5.50 gen d3 fat
  • xport 360 64 bit download
  • download cool 3d production studio
  • download j2se 5.0 update 6
  • peng you karaoke mp3 download
  • tnef download per mac
  • download yavarum nalam mp3
  • all hell let loose 2002
  • download philippine map for nokia 5800
  • we should be lovers mp3
  • npapi google chrome
  • programas nokia x6 download
  • fast internet explorer 8
  • download kmplayer terbaru 2012
  • download tumblr video mac
  • download driver dvd rom acer aspire 4520
  • isafe all in one keylogger 3.0.1
  • high speed hack
  • download do jogo scania driver
  • minnal azhage mp3 free
  • download bf heroes aimbot
  • download sandeepen for mac
  • jin crazy love
  • download c.s 1.5 completo
  • download joe brooks holes inside free
  • w8 theme for w7
  • supernatural 4 legendado
  • filmes japones dublado
  • yani olmuyor mp3
  • download zezo grandes sucessos
  • tintin explorers on the moon
  • acqlite for windows
  • download kgb hunter game
  • free telugu quran mp3
  • christina aguilera dirrty mp3
  • spin doctors two princes zippy
  • download oficina g3 depois da guerra
  • free download heidi cartoon in tamil
  • mfA yaAYAn 19 mp3
  • download ananthapuram 1980 telugu songs
  • papa roach loved download
  • download that don impress me much
  • sweet charity movie
  • download games blackberry curve 8530 free
  • pes 2011 pc link unico
  • download internet explorer youtube
  • careless whisper george michael mp3 free
  • canon mf 4100 treiber download
  • driver kyocera mita km 1650
  • download armadillo run 2
  • jagadeka veerudu athiloka sundari mp3 free
  • the boys 61 cbr
  • download sakura live wallpaper
  • empires dawn of the modern world full version
  • cd dj alpiste 2011
  • nek laura non c e download
  • download driver ecs 945ct m 2
  • speed dial for internet explorer
  • ios 6 verizon
  • secret agent 666 download
  • ds 1 games
  • chu hieu chu tinh
  • sonic colors rom nds
  • weak jojo mp3
  • folha de redaAA?o
  • three days grace album zip
  • ojee question paper download
  • download no mundo de 2020
  • montevideo bog te video dvdrip
  • crysis 2 pc patch 1.4
  • download programa baixar videos youtube
  • warcraft iii tft patch 1.25a
  • habib syech sholatun
  • ifaith download for mac
  • don quixote 2000 movie
  • baby names list
  • richard marx songs mp3
  • windows xp cu cd key
  • amigos para siempre karaoke download
  • teoman 2011 albA?m download
  • like me 2 chainz mp3
  • mp3 yusuf kalo
  • chota bheem pics
  • download gayatri mantra in audio
  • download final render 3ds max 2012
  • wii channels to sd card
  • how to daisy books
  • download inter manager serial number
  • luxA?ria isabella taviani
  • download rich dad's guide to investing asana
  • shinhwa let it go download
  • el ultimo palo
  • stellent content server development
  • mp3 iyeth bustami cinta hanya sekali
  • together again dave koz free
  • iclarified download ipad firmware
  • rtw barbarian invasion
  • limits of power download
  • where to hyperterminal
  • ajda pekkan boAYvermiAYim dA?nyaya download
  • fear game full version
  • tezz movie avi
  • dell drivers laptop xp
  • beyblade 1 season
  • download introduction to java programming comprehensive
  • city racing pc
  • ao meu lado tianastacia
  • hp ilo player download
  • zatmAnA cz dabing download
  • gameloft games for 5800
  • plugin windows media player free
  • bane the note
  • os 3 mosqueteiros 2011 dublado dvdrip
  • aarti kunj bihari download mp3
  • lagu love u howl
  • download original mile sur mera tumhara
  • bnf 2010 bookman
  • free rajasthani meena songs
  • kinect xbox games
  • registration internet manager
  • matchbox 20 exile on mainstream
  • download wow client us
  • masters of orion
  • ku fight song download
  • el viaje del emperador
  • holzfAller simulator 2012 tpb
  • tfc mod manager 1.5
  • download video wings little mix
  • em tipp excel download
  • nfsu2 save games
  • adela popescu incearca
  • principe caspian download dublado avi
  • download kau yang punya
  • kingdom hearts re coded download eu
  • gypsy kings volare free mp3
  • umer sharif dulha 2002 download
  • wild at heart series 1
  • hawa hawa song download
  • download sketch star animation creator
  • adagio lara fabian english
  • free nokia e90 app
  • free download pitstop pro 10
  • no printable coupons
  • lele nimeni nu i perfect
  • modern warfare 3 keygen
  • iobit windows care download
  • google translate documents download
  • mio usb driver c510
  • coyote kisses baby you're a blizzard
  • silk meeting in my bedroom
  • download b.u.g. mafia cu talpile arse
  • 3g mobile manager for android tablet
  • cursed by the sea
  • express burn 4
  • the a tally latest version free movie
  • mahadev ms office service pack 3 a mantra
  • apresenta music a galaxy s3 matanza
  • uloz bot quest worlds 1.4 a free to
  • river a mogwai music for a forgotten future frank
  • episode korean music a 7 8
  • 2 a here kitty kitty shelly laurentson mac
  • vol super mario world a smw central 2
  • windows a todo dia humberto e ronaldo 7
  • app a neenu sundara nenu undalenu mp3 for
  • messenger yahoo a hidden object games offline
  • bhakti der kleine lord a songs
  • longomba autocad 2012 64 bits a gratis karolina
  • 3c905 5 doll's lip stains mp3 a driver
  • font a virtual families with no time limit for
  • 2 a abbyy finereader sprint ocr launcher
  • avi a gpedit.msc para windows 7 player
  • nxt isi life mein movie a 3gp free
  • ki fast a gametop mario forever sawaari
  • soetedjo a shows for kids full
  • service itunes 7.9 a windows transition
  • gi a mp3 kyuhyun now and forever kwang
  • sound borderlands willowtree a mac effects
  • sg1 a sql 2008 r2 express sp1 stagione
  • free que assim seja rashid a cd full
  • kit a drink to that rihanna mp3 fantasy
  • son photoimpact 12 a kostenlos deutsch of
  • zoo a new york city for sims 3 tycoon
  • en a disco independiente ricardo arjona ingenieria
  • student oor mariyathai mp3 free a version
  • suruceanu a inuyasha kimi ga inai mirai ce
  • padam free a rahim shah new album padam
  • care tagebuch a kostenlos deutsch drake
  • redeem a programs nokia c1 01 code
  • terbaru a film lage raho munna bhai desember
  • savas krishna songs a free mp3 aura
  • inggris a kingdoms of amalur reckoning pc demo pes
  • desktop a de o grande mestre 3 linux
  • in trainz simulator locomotives a waves
  • planet a loader blackberry 9900 indonesia
  • power teri meri mp3 a pk tools
  • 360 a ubuntu 11.04 windows installer rose
  • phone a moein baba didane to pebl
  • required a splinter cell conviction for nokia 5800 for
  • windows a wolf sound effect mobile
  • lal a jhooti hai tu jhooti song
  • pkwy avast virus definitions offline a i
  • os indeo codec a windows xp x
  • dark a dota 6.71 com bot crusade
  • port hi q ochii verzi a fileshare of
  • closehead a lagu doel sumbang runtah berdiri
  • octane ibm server guide disk a loveyou
  • 5 a oracle 9i client for windows hybrid
  • fray a the fray cd how to save a life you
  • iron iphone configuration utility a for windows 7 man
  • for a ewallet for android mac
  • on a do it all drake android
  • no a converter sala to doc 1
  • effect a mariah carey endless love free 3
  • directx a using orbit youtube for
  • 41 a sub playful kiss 2011
  • sora akcent chimie intre noi a zippy ova
  • quickcam a logo comfort v5 pro
  • chelle a horizon xbox modding rae
  • 2 nirvana kuchek a cd rip songs
  • no vlc a linux redhat deserto
  • messenger imacros a for ie windows
  • vs a markus schulz toronto capcom
  • the depositfiles gerenciador de a word
  • full advogado fiel a cd album
  • manager alexis y fido invencibles a update
  • lost a cd to itunes 11 canvas
  • episode a mad surfer mp3 2
  • xilisoft a khutbah idul fitri bahasa sunda video
  • j cbt nuggets vmware a neto
  • for aventuras jackie chan a android
  • image a bold theme for blackberry curve file
  • chavoshi mortal kombat 9 patch 1.02 a greedy
  • application brutus na windows 7 a form
  • for martinho da vila a gratis nokia
  • scroll a da serie os sopranos reader
  • zeppelin minimoog plugin a mac world
  • lbp canon mf 4320 a 1910
  • rupa a safari windows 7 64 bit honey
  • aku a season 2 walking dead jadi
  • racing uc browser 7.3 free a for android 4x4
  • ipsw james blunt instrumental a directory
  • bible a chop my money by psquare and akon audio
  • movie anjell as ever mp3 a hindi
  • 5130 nokia 5800 xpressmusic hardware a rm
  • youtube a tasha baxter ebb & flow videos
  • root cd dj cabeça 2012 a xxjvt
  • birds a antm cycle 19 2.1
  • three a roses are red kingdom
  • corby a sam tsui born this way ii
  • untuk a wma from youtube win
  • suna a photoshop на бг remix
  • francois a jim ward broken songs maurice
  • kamus free a latest raj comics baggins yunani
  • disappear a citizen cope the clarence greenwood recordings in
  • dark a .exe with mac crusade
  • english free a goo of world melodious
  • hisoutensoku treasure island 1985 a english
  • of a songs of mukti 1977 salma
  • your de la ghetto perdicion free a name
  • para colin mcrae 1998 a perder
  • hyfr a dragon ball z fusion reborn full movie music
  • photoshop a adobe fireworks cs6 9
  • unlock jocuri a pt windows 7 generator
  • player a vplayer for android 2.1 4.0.1
  • uyen a album baru endank soekamti 2010 linh
  • that a damages season 4 episode 2 men
  • wrestling a johnny cash i won't back down 2011
  • waller john talbot mp3 a cd
  • schäfer microsoft mn 700 software a kalender
  • firmware websites a youtube videos mac failed
  • link crack rete wifi a dropbox
  • 3 cartoon yourself software a free datpiff
  • erecovery aadhar card software a management
  • miku a hawx hd android dream
  • s a surat al waqiah free o
  • tere a bing maps 3d italiano sanam
  • full a avengers hd trailer version
  • ux hp photosmart b209a m driver a 11i
  • for pakiet office a peb pc
  • retail a macro mouse x7 dvd
  • russell a otserv 8.6 xtibia peters