#DadDev
Logans first Grade Picture day! Happy Daddev ❤️❤️❤️ Time to learn the half smile 😄
October 22, 2024 at 4:10 PM
Best days! Last days of winter break 🥰Minecraft LAN Daddev gamedev
January 5, 2026 at 8:56 PM
Trailer for my solo game dev project: Lexicon a word puzzle roguelite #roguelite #puzzlegames #solodev #daddev
July 15, 2026 at 4:56 AM
So here's my little arcade tank game. Anyone ready to play it and tell me your high scores?

xrocetoxtos.itch.io/tank-game

#GameDev #DadDev #IndieGame
Tank game by Xrocetoxtos
A top-down tank shooter with turrets, catapults and jet fighters to fight.
xrocetoxtos.itch.io
September 1, 2025 at 2:59 PM
8 months after my son's birth, I have finally opened Unity again!! And WOW are the new Multiplayer tools amazing! I have a multiplayer project up and running in minutes! Can't wait to get started! (My son is now awake again so that's for another night :D) #indie #indiedev #gamedev #dadding #daddev
January 28, 2025 at 10:15 PM
Looks like I'll be up all night with my daughter. It has given me a chance to implement player feedback regarding the difficulty my bosses. most are currently too punishing with not much chance for recovery. So a lot of slowing things down to increase chances to react.

#gamedev #indiedev #daddev
June 23, 2026 at 11:49 PM
My four year old was very disappointed about the first level of my game, because it was too difficult. I'm adding a very easy one with a clear path, few enemies and lots of health packs. Will ask him later. #GameDev #DadDev
August 22, 2025 at 9:25 PM
Hello Blueeee - I just published a youtube video about how to render your Niagara GPU Particles as Nanite in Unreal Engine 5. Please take a look and enjoy! Cheers indiegamedev solodev daddev videogames
www.youtube.com/watch?v=5Wp9...
Nanite Niagara Rendering in Unreal Engine 5 by GameDevMicah Blueprint C++ Tutorial-like EpicGames
Please Follow like and Subscribe: -Twitter : GameDevMicah ( twitter.com/GameDevMicah ) - Direct Message me! I post daily... -LinkedIn : (Micah Berninghausen) I'll connect back! -Reddit : u/DiePepsi ahhhhh Exc Summary: I am exporting 100k GPU Niagara Particle Particle data each frame/tick, converting that exported array into arrays by static mesh index, of transforms in c++. I then Apply those transforms each frame via batch adds to Nanite enabled Instance Static Mesh Components. This enables Nanite Niagara GPU Simulated Static Mesh Rendering. It also supports Nanite Masked Material (some VFX/Smoke/Cutout type) or foliage as well. I modified the included Particle Export Node to Export particle rotation instead of velocity, and packed rotation-W(orld) and my particle Mesh Index into the exported float value. That value/pack of the mesh data allows me the sort each particle via one pass into arrays. Additional Detail: Unreal Engine 5.0 added a new Rendering Technique called "Nanite." Nanite generates a single, global static mesh, every tick/frame, which is a 1:1ish merged representation of any 'nanite enabled' static mesh in view. This greatly reduces draw calls, and performs best the more 'nanite' and less 'non-nanite' is present in the view. Unreal Engine 4.27 added the ability to export Niagara GPU Simulation data using an experimental Niagara "Export" node, for each GPU simulated particles (CPU simulated are also supported, but CPU simulation is much slower than GPU simulation.) Epic Games Content Sample Project(s) for Unreal Engine 4.27+ or newer UE5.0, 5.1, 5.2, 5.3, 5.4, 5.5+ you will find the "Game/Maps/Niagara_Advanced_Particles" Level, within that level "Export GPU Niagara Particles to Blueprints" will be Niagara Emitter Example 4.2. Setup for export of particle position each frame, but still using a static mesh renderer. This video walks through how I use Niagara GPU exported particle data per frame, as Nanite Instance Static Mesh Batch Updates each frame/tick. To do so we must convert the Exported data per particle, which scales linearly to about 20ms for 10k particles converted via Blueprints, down to .3ms in c++. 100k particles then done in c++, reaches 60fps 4k nanite rendered instance static meshes. This could be further refined, by offloading the conversion to another thread from the gamethread and may be my next action. The main workload is not the export of the data from Niagara, but the conversion of that data to transforms and sorting it into transform arrays. The Niagara particle export bandwidth seems to be cheap, a small impact, and scales linearly as you export more particles. You CAN Import position arrays per frame TO GPU Niagara Particles. You can also export on particle death to blueprint (this video is exporting each frame, not JUST the death frame.) So Import and Export of Objects to GPU Simulate in Niagara is now fully supported, and using this runtime particle nanite rendering, we can do fully-nanite VFX... besides transparency? (skeletal meshes are supported in UE5.5 source build.) Important Settings or Details of the setup: Niagara - GPU Simulation is the best choice, CPU is supported. - Collisions are done with Global Mesh Distance Fields, useful commands: r.AOGlobalDistanceField.MinMeshSDFRadiusInVoxels 5 (default 0.5) This means meshes smaller than this many voxels will be excluded from global field generation. A setting of 5.0 is small enough meshes included yet fast enough generation for me, adjust to your impact and liking. you can also set this as a radius : r.AOGlobalDistanceField.MinMeshSDFRadius MeshDistanceFields: Each Static Mesh Asset in your project, needs to be enabled to "generate mesh distance fields" and your project settings needs to "enabled mesh distance fields generation." Both the static mesh build settings, and the project settings, have mesh distance fields "density" settings that can be reduced, the speed up field generation. There is: "Mesh Distance Fields" and "Global Mesh Distance Fields." Global Mesh Distance Fields is Cheaper SHADOW COPY, and goes further distance from the camera than the Mesh Distance Fields. Both editor "view" modes exist, be sure you are looking at "Global distance fields" when debugging what particles are interacting with. GLOBAL DISTANCE FIELDS If using hardware ray tracing, that may cause an issue for global mesh distance fields. I don't know if they are generated. This setting should enable RTX Distance Field Generation but I have NOT tested it : r.DistanceFields.SupportEvenIfHardwareRayTracingSupported 1
www.youtube.com
April 19, 2024 at 3:20 PM
#indiegamedev #sologamedev #gamedev #daddev #advice from me!
Do #hobbydev with a group, and a dayjob until it pays you well enough.
Like anything (streaming, racing, lifting) that is a passion, keep the survival in check with a #dayjob so you can enjoy it. GL HF be safe!
July 2, 2023 at 1:33 PM
Here is a tiny project I have done during the weekend — www.crynotify.xyz

It is a simple web app that notifies me when the sound around gets loud

I keep it open on an old phone in the kid’s room. When she wakes up, I get a notification and can quickly go calm her down

#buildinpublic #daddev
Cry Notify - Baby Cry Detection App
An intelligent app that detects baby cries and sends notifications to help parents monitor their children.
www.crynotify.xyz
November 25, 2024 at 3:43 PM
Dad. Husband. Programmer. Legend.
Debugging code and family drama like a pro.
The ultimate multitasker tee: 🔗 techgeeksapparel.com...
#DadDev #FatherCodeLegend #TechDad
April 25, 2025 at 4:01 AM
Now let's hope I can find time to finish the art and writing while spending a week at the beach with the family! #daddev
January 11, 2025 at 8:53 AM