Patrick Ryan
Patrick Ryan
With our expanded noise node offerings, we are in need of a node to generate tangent space normals from a height map for procedural textures. The node would have a...
To reduce the distance the mouse needs to travel when building a graph in NME implementing the following shortcuts in the UX will speed up the process of creation and...
Our particle system assumes a center pivot on particles for scaling and size. It would benefit the user to be able to change the position of the pivot so that...
Feature design for the Playground Monaco Editor that allows the user to view code isolated into smaller chunks to help development comprehension for long playgrounds. The feature should allow the...
When working with skinned meshes and animations, it is common to have the final skinned mesh asset separated from its animation files which will be loaded individually. When using asset...
This node would be a conversion for any interpolation to a standard easing curve. The node would have a select box parameter to set which curve type will be used...
When using the new "spacebar to search" functionality, with each key press the results query updates to any nodes that match the input term. A user may see the node...
We currently have three ways to determine motion path for particles in our standard particle system without using a custom update function: - Direction1, Direction2 set on emitter - Normal...
There are many nodes available in NME that were not ported to NGE due to the fact that the nodes worked with Vector2 data. Now that we have TextureFetch in...
We could use a debug block in NME to show the current state of the graph from any point within the graph. This would be a block that can take...