Fernando (@nan2cc) header
Fernando (@nan2cc) profile picture
Joined December 2010
Photo by Fernando (@nan2cc)Photo by Fernando (@nan2cc)Photo by Fernando (@nan2cc)Photo by Fernando (@nan2cc)Photo by Fernando (@nan2cc)Photo by Fernando (@nan2cc)Photo by Fernando (@nan2cc)Photo by Fernando (@nan2cc)Photo by Fernando (@nan2cc)Photo by Fernando (@nan2cc)
Hey @CrimsonDesert_ here some feedback for future updates. When liberating an area, please, do not keep spamming enemies indefinitely and then mark the mission completed in the middle of the fight. Is the most anti-climactic thing ever and doesn’t make any sense🙏 #CrimsonDesert
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.@pathofexile please 🙏, remove the nonsense of losing events/bosses in a map if you die. Pleaseee 🙏🙏🙏 #PathOfExile2
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Here's a thing I've been passionately working away on: What if I told you that one of these characters is using a Motion Matching setup, and the other is using a simple State Machine (sort of)? Would you believe me? Take a guess at which is which.
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My first ever Platinum Trophy! 😁 Totally obsessed with this game, couldn't get enough. Hoping for DLC 🙏 #PlayStationTrophy #PS5Share, #ELDENRING
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UE5 Early Access is now available! The animation team has been hard at work, and you can now get your hands on these new features (thread)
Unreal Engine 5 is now available in Early Access! Find out more and go hands-on with Nanite, Lumen, and all of the exciting new tools and features: unrealengine.com/blog/unreal…

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Epic Games is hiring animation programmers (runtime, tools, root motion, retargeting, deformation, authoring, anim synthesis). We're flexible with location. If you are passionate about building cutting edge animation tools and technology please apply! #UE5 epicgames.wd5.myworkdayjobs.…
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I just finished a 1D and 2D Blend Space using phase matching to sync up the samples, and with that, I'm done with the basic nodes for my Anim System.🤓🥳 #gamedev #screenshotsaturday #gameanim #gameengine
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Adding Phase Markers to my Anim System. Here I'm moving the timeline of the Walking anim and the system automatically finds the matching position for the Running anim. Now I get smooth transitions at any point using phase matching🥳 #gamedev #screenshotsaturday #gameanim
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Haha, ok, that is the craziest and coolest weapon I've ever seen in video games #DMC5 #DevilMayCry5
This is starting to look like a real Blend Tree. Got the Mask Node done and integrated @nelarius's Node Ed. @ocornut I'm sure that you get this all the time, but I've to tell you, ImGui is AWESOME! man. Same for you Nelarius and your Node Ed. My mood rn is like that last anim 🥳
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and got the Additive Node done too. This was a productive Saturday :) ... next stop a Mask Node. #gamedev #gameanim #screenshotsaturday
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Check this out!... The beginning of my Blend Tree and my first Blend Node🤓 Note how the blend between the two clips is really bad when they have different durations. But normalizing the time gives us a blend smooooooth as butter :) Next step, an Additive Node. #gamedev #gameanim
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Hey @Bobby_Anguelov I could use some advice from you here (and from anyone else that might see this tweet) I just realized that I need to work on a Resources System before continue working on my Anim System but I'm not sure how to approach the ref counting for each resource...
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I don't want to use shared_ptr all over the place. The resource system should own all the resources (imo) but I need a way to implement some kind of ref counting to known when is safe to release memory. What would be an approach that you would recommend for something like this ?
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Btw, the true is that I don't really need to solve this problem right now. I can just keep all the resources in memory until the end of the app, but I would like to find a good way to deal with the case of releasing resources that are not being used.
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I’m planning to start implementing the basics for my Blend Tree and the first anim nodes this weekend and I just realized that I should start planning to implement a Resources System too now that I will need more than one asset moving forward 🤔
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"It's alive, its aliveee!!"... Nicely blending btw keyframes to be able to sample the anim at any point in time, and with that, the very beginning of my own Animation Controller🤓 #gamedev #opengl
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Check this out! it's not just that I'm rendering a skinned mesh, but now it is also animated🥳 Next step is to interpolate between those keyframes :) ... oh and I just started playing around with Imgui too which is super cool. #gamedev #opengl #screenshotsaturday
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