Chris Hertwig
chrishertwig.com
Chris Hertwig
@chrishertwig.com
all things gamedev

ex tech artist @ Arkane Austin | Avalanche Studios | Buck
//kowloon/unity/kowloon/Assets/...
//kowloon/unity/sample_entities/Assets/...
//kowloon/unity/dev_MyPackage/Assets/...
//kowloon/unity/packages/My package/...

packages is a folder containing all my local packages
May 13, 2025 at 3:56 AM
That grid editing looks so good!
May 7, 2025 at 6:12 PM
I had no idea NaN in a vertex shader culls the particle. Is that engine specific or just vertex shaders in general?
May 1, 2025 at 1:18 PM
Ever since I worked on clouds for Just Cause 4, I can't look at them the same way anymore.
March 24, 2025 at 4:12 AM
I've always thought the lighting of the Sims was really interesting. I need to dig deeper into it but it seemed to me they live bake / cache simple lightmaps in build mode. I had no idea they also used AO meshes. Did you use PIX or Renderdoc to debug?
March 23, 2025 at 1:10 AM
Tried to search for some of the names on the talk and didn't find a single shipped game between all of them. But sure "production ready"...
March 18, 2025 at 4:30 AM
100% agree. While the RTX version is nice to look at, it's a little sad to see so much hardware power spent on mostly static lighting. Which goes for pretty much all modern games - not just this demo.
March 14, 2025 at 1:54 AM
Oh nice! Much simpler and better!
March 8, 2025 at 12:03 AM
Very cool! How are you assembling all those critters? Multiple skinned meshes? Some form of runtime mesh generation?
March 7, 2025 at 11:49 PM
Would have never said this a short time ago... but simulation software for defense contractors...
March 1, 2025 at 10:46 PM
This is awesome. Now I just need to replace AWS and I'm set.
February 27, 2025 at 4:40 AM
This is actually genius. Love it.
February 20, 2025 at 11:15 AM
For game projects I have an AWS Perforce server. Which gets backed up once a week to another region.

For personal stuff (where I don't need a file history) I have an Unraid home server and some manual backups to Google Drive.
January 17, 2025 at 9:41 AM
That's very cool. Looking forward to see more
December 29, 2024 at 5:41 AM
Just wish there was some middle ground between improved workflow vs how hardware hungry RT is. Stuff like cache lightmaps at runtime with RT instead of relying on everything being realtime could be nice. Maybe a personal preference but the noise and temporal lag in many games these days can be rough
December 28, 2024 at 7:25 AM
My biggest problem was that the Animator gameobject logic executes after the SimulationSystemGroup. So I have to read back the animator at the start of the PresentationSystemGroup and manually update the LocalToWorld matrices of all the attached entities. Otherwise everything lags a frame behind.
December 16, 2024 at 11:26 AM
Once an animator gets instantiated from the ECS side I create socket entities which keep a reference to the transform gameobjects of the rig. Then I copy over the transform data to the socket entity every frame.
December 16, 2024 at 11:24 AM
I'm reading back the transform data of "sockets" on my rig. In this case I need it for item / weapon entities which need to be attached to the characters hands.
December 16, 2024 at 11:23 AM
Sounds awesome. Need to check this out
December 13, 2024 at 2:13 PM
Yeah for me it's showing the correct spelling most of the time but then ever so often it just refuses. But never bothered digging into it.
December 13, 2024 at 2:09 PM
I use Unity Physics and ECS but my player is just a capsule collider. For each player / NPC entity I spawn a monobehaviour companion gameobject with an animator and all the animation rigging components.

It was a little tricky to read back data of the animation to ECS but it worked in the end.
December 13, 2024 at 3:41 AM
Amazing! 🔥🔥🔥
December 5, 2024 at 3:31 AM