Sep 15
I think I actually discovered an issue with one of the prototype Unreal assets.
The "BP_DoorFrame" from the FPS arena template has a property for "add door" which can be set to false to remove the door, and true to add it again
However, if you toggle it off, upon toggling back on, the collision does not get set correctly on the door trigger and it can not be opened.
It was not enough to change the collision type to "Query Only" with a set collision enabled node, I had to actually change the profile to "OverlapAllDynamic" using set collision profile name -> This is kinda the weird part to me that I still don't understand, Unreal's AI said it was due to serialization of collision data on BP Instances when using a custom collision profile but thats still over my head...
Sep 3
Characters in ~ Looking much better with a Monospaced Japanese font too
digital_rain_test_zone_monospaced_MIN.mp4
Sep 2
My JavaScript DititalRain effect in HLSL, made by pointing deepseek at the repo and a few rounds of tweaks.
digitalrain_hlsl_v2_MIN.mp4
Aug 22
Made a track with Spline + Spline Extrude for the road + Spline Instantiate for side details. Tweaked Radiant GI & some post processing effects.
Aug 20
1000kph_outrun.mp4
Aug 14
Laya Designs, BK, Kronnect
pond_effect.mp4
Aug 12
Spent a few days exploring some Unreal assets, then exporting to FBX & importing and setting them up in Unity.
Here's a scene I made with some of them.
Structures from Laya Designs, Stylized Water 3 w/planar reflections and scaled up ocean quads for view distance, Boxphobic height fog, beautify (aces, sharpen, dither, bloom, dof), TAA, BK cloud shader with extended view matrix.
Aug 4
Wired up player-block-hit reaction, fullscreen blood effect, and tweaked blood splash & decal
The first attack I fail to block cause you need to be facing 60 deg to successfully block (Can tweak this for diff weapons / shields etc)
Its working pretty well so far, there are a few things I would like to add such as multiple NPC's on the same faction detecting each other, and trying to flank the player / staying out of each others way during combat
fpp_block_hit.mp4
jul 28
Blocking Test
-> 100% chance to react to attack
-> 100% preference to block
-> Forced 3 second hold on chose to block
npc_blocking_test.mp4
Binding some bracers to this first person rig so I can allow some customization
jul 25
bit more behavior for ai
It has a chance to notice a player attack, and has its own reaction speed range that it can use to react (block or dodge)
It listens to stamina draining events from the player, and can use that to identify a good time to attack
npc_version_almost_final.mp4
jul 24
npc who circles
this is with 100% chance to dodge
npc_version_2.mp4
jul 23
Found some hidden first person sword animations in the FPS - Gun FBX
Having a lot of fun with them ~
melee_fps_sword.mp4
melee_fps_sword_near_complete.mp4
jul 21/2026
whats new....
Custom EQS like system using unitys navmesh
Breakable Glass: free asset tweaked a bit
FPS Controller: free asset im using to learn first person a bit more
-> This is only for gun...
-> Need first person melee animations...
Creating custom breakable objects using the Fracture addon in Blender
-> Need to figure out how to make them hollow before fracture
-> Amazed the UV data stays intact too
custom_breakable.mp4
blender_cell_fracture.mp4
multi_pane_shooting_v2.mp4
multi_pane_fallthrough.mp4



