my fluid sim talk is out🥦
translating it into English has been a lot more work than I anticipated.. hope you enjoy it
I was invited to do an episode of Inside Unreal about my volumetric techniques. Here’s the VOD. Pretty pleased with what I could came up in one week. The chat was super fun and nice. I had a blast!
Making beautiful and feasible volumetric effects has been a trending topic for game development. Inspired by the Gears 5 tech talk and the good ol’ Guerrilla paper on cloudspaces, I decided to do my own take and created this fluffy dry ice fog using Volumetric Fog feature that comes with UE4.
This is done purely within Volumetric Fog and Volume Material systems, thus requires no low-level coding and supports various lighting feature within UE4.Continue reading
First thing to know, I don’t really want to backup the entire perforce database since it’s huge and requires a lot of extra steps. I’m only backing up the latest version in case a doom fire happens to my apartment.
The scheduled backup is run on my p4 server A, in order to run a scheduled backup plan to push my newest project version to server B.
Create client(aka workspace) for the server A itself.
p4 -d `pwd` client -t Vuth_Auri -o Auri_Backup | p4 client -i p4 client Auri_Backup
Then run a script in crontab.
51 * * * * bash /home/vuth/__backup/runBackup.sh
p4 sync rsync -rtz -e "ssh -p 1111 -o StrictHostKeyChecking=no -o UserKnownHostsFile=/dev/null -i /home/vuth/.ssh/id_rsa_somekey" /home/vuth/__backup/p4 firstname.lastname@example.org:/home/vuth/p4
First line get the latest version of your project to the workspace.
Second line runs rsync over a ssh connection to your remote server B.
And that’s it. Notice that this is incremental. You can add –delete to the rsync command to remove garbage from remote server B. I left it for extra safety.