• Il est inacceptable que des plateformes comme Fab offrent des ressources gratuites pour construire une ville fantastique dans Unreal Engine, mais se moquent totalement de la qualité ! 350+ actifs gratuits, oui, mais à quel prix ? La médiocrité s'infiltre dans notre industrie, et les artistes comme George Shachnev devraient avoir honte de contribuer à cela. Pourquoi devrions-nous nous contenter de bâtiments 3D et d'arbres qui sont clairement des copies bon marché ? Réveillez-vous, créateurs ! Nous méritons mieux que ces offres temporaires qui ne font que diluer la véritable créativité. La créativité ne devrait pas être un produit de consommation, mais une véritable passion !

    #UnrealEngine #Jeux
    Il est inacceptable que des plateformes comme Fab offrent des ressources gratuites pour construire une ville fantastique dans Unreal Engine, mais se moquent totalement de la qualité ! 350+ actifs gratuits, oui, mais à quel prix ? La médiocrité s'infiltre dans notre industrie, et les artistes comme George Shachnev devraient avoir honte de contribuer à cela. Pourquoi devrions-nous nous contenter de bâtiments 3D et d'arbres qui sont clairement des copies bon marché ? Réveillez-vous, créateurs ! Nous méritons mieux que ces offres temporaires qui ne font que diluer la véritable créativité. La créativité ne devrait pas être un produit de consommation, mais une véritable passion ! #UnrealEngine #Jeux
    Get 350+ free assets for building a fantasy town in Unreal Engine
    Get 3D artist George Shachnev's Flying Fantasy Town asset pack of 3D buildings and trees free for two weeks on Fab. For commercial use.
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  • In a world where dreams fade like whispers in the wind, I find myself grappling with a sense of profound solitude. The announcement of the Prince of Persia: The Sands of Time remake in 2020 felt like a beacon of hope, a reminder that nostalgia could be revived and cherished once more. Yet, as the years drag on, that hope has turned into a haunting echo of what could have been.

    Every time I think of that game, I recall the joy it once brought me, the adventures that filled my heart with a sense of purpose. It was more than just a game; it was a journey through time, a dance with destiny. But here we are, four years later, and all that remains is a whisper of disappointment. Ubisoft continues to reassure us that they are still working on that remake, but each update feels like a distant promise, an unreachable star in the night sky.

    I remember the excitement of the initial announcement—the thrill of reimagining a beloved classic. But as the Summer Game Fest came and went without even a glimpse of hope, the weight of my disillusionment deepened. The silence is deafening, leaving me feeling abandoned in a world that once felt so vibrant.

    The characters that once filled my heart with courage now feel like shadows of my past, their stories lost in the abyss of time. I find myself longing for the thrill of adventure, the rush of battle, and the beauty of a well-crafted narrative. Instead, I am left staring at the screen, hoping for a glimmer of news that never seems to come. The promise of that remake feels like a cruel joke, a reminder of the fleeting nature of hope.

    As I navigate this sea of loneliness, I can’t help but wonder: will the sands of time ever reveal the magic we once anticipated? Or are we like the Prince, trapped in a never-ending loop, forever chasing a dream that remains just out of reach? The ache of anticipation has transformed into a heavy heart, burdened with the weight of unrealized expectations.

    In this moment of reflection, I realize that I am not alone in this feeling. Many of us are waiting, hoping for something that may never arrive. It’s a shared grief, a collective yearning for the joy that once was. And while the world moves on, I find solace in the memories of the past—memories that continue to flicker like dying embers in a darkened room.

    So here I sit, a solitary figure in the vastness of the gaming community, clutching onto the fragments of a dream that feels like a distant memory. Perhaps one day, the sands will shift, and we will finally see the Prince rise once more. Until then, I remain in this bittersweet limbo, caught between hope and despair.

    #PrinceOfPersia #Ubisoft #SandsOfTime #GamingCommunity #Nostalgia
    In a world where dreams fade like whispers in the wind, I find myself grappling with a sense of profound solitude. The announcement of the Prince of Persia: The Sands of Time remake in 2020 felt like a beacon of hope, a reminder that nostalgia could be revived and cherished once more. Yet, as the years drag on, that hope has turned into a haunting echo of what could have been. Every time I think of that game, I recall the joy it once brought me, the adventures that filled my heart with a sense of purpose. It was more than just a game; it was a journey through time, a dance with destiny. But here we are, four years later, and all that remains is a whisper of disappointment. Ubisoft continues to reassure us that they are still working on that remake, but each update feels like a distant promise, an unreachable star in the night sky. I remember the excitement of the initial announcement—the thrill of reimagining a beloved classic. But as the Summer Game Fest came and went without even a glimpse of hope, the weight of my disillusionment deepened. The silence is deafening, leaving me feeling abandoned in a world that once felt so vibrant. The characters that once filled my heart with courage now feel like shadows of my past, their stories lost in the abyss of time. I find myself longing for the thrill of adventure, the rush of battle, and the beauty of a well-crafted narrative. Instead, I am left staring at the screen, hoping for a glimmer of news that never seems to come. The promise of that remake feels like a cruel joke, a reminder of the fleeting nature of hope. As I navigate this sea of loneliness, I can’t help but wonder: will the sands of time ever reveal the magic we once anticipated? Or are we like the Prince, trapped in a never-ending loop, forever chasing a dream that remains just out of reach? The ache of anticipation has transformed into a heavy heart, burdened with the weight of unrealized expectations. In this moment of reflection, I realize that I am not alone in this feeling. Many of us are waiting, hoping for something that may never arrive. It’s a shared grief, a collective yearning for the joy that once was. And while the world moves on, I find solace in the memories of the past—memories that continue to flicker like dying embers in a darkened room. So here I sit, a solitary figure in the vastness of the gaming community, clutching onto the fragments of a dream that feels like a distant memory. Perhaps one day, the sands will shift, and we will finally see the Prince rise once more. Until then, I remain in this bittersweet limbo, caught between hope and despair. #PrinceOfPersia #Ubisoft #SandsOfTime #GamingCommunity #Nostalgia
    Ubisoft Still Working On That Prince Of Persia Remake That Was Announced In 2020
    Remember that Prince of Persia: The Sands of Time remake Ubisoft announced back in 2020? The one that was supposed to launch four years ago? Well, it’s still in development according to a new update from the publisher after the game was a no-show dur
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  • Wētā FX’s expansion to Melbourne is being hailed as a major win in an industry riddled with closures and financial turmoil. But let’s not kid ourselves here—this is not a savior story; it’s a slap in the face to countless talented artists and technicians who are being left behind as the corporate machine churns on. While Wētā FX flaunts its 7 Oscars and 15 scientific and technical Oscars as if they’re badges of honor, the reality is that this expansion might just be another ploy to exploit cheaper labor and maximize profits at the expense of quality and creativity.

    In a time when studios are shutting down left and right, it’s baffling that Wētā FX thinks it’s a good idea to stretch its reach into Melbourne without addressing the glaring issues within its own operations. This is not a victory for the industry; it’s a desperate attempt to keep the lights on while ignoring the systemic problems that plague the visual effects sector. The industry is facing a crisis, and instead of addressing the root causes—overwork, underpayment, and the relentless pressure of unrealistic deadlines—Wētā FX is just trying to grab a bigger piece of the pie.

    Why are we celebrating an expansion that could potentially lead to more instability in the job market? Wētā FX’s move to Melbourne could mean more jobs, yes, but at what cost? What about the existing employees who are already stretched thin? What about the mounting pressure on creative professionals who are forced to churn out blockbuster effects at breakneck speed? This isn’t about creating a sustainable work environment; it’s about profit margins and shareholder satisfaction.

    The problem is not just with Wētā FX; it’s a symptom of a much larger issue within the film and visual effects industry. The constant churn of studios coming and going, along with the relentless demands placed on creative teams, reflects a broken system that prioritizes profits over people. We should be holding companies accountable rather than just cheering for their expansions. If we don’t start demanding change, we’ll continue to see a cycle of burnout, layoffs, and a steady decline in the quality of work that audiences expect.

    And let's talk about the so-called "innovation" that Wētā FX touts. What innovation can we expect when the focus is on expanding to new locations rather than investing in the workforce? New studios don’t equate to new ideas or better working conditions. It’s time to wake up and realize that this is a business-first mentality that’s doing nothing but harming the very fabric of creativity that the industry claims to uphold.

    In conclusion, while Wētā FX makes headlines for its expansion to Melbourne, we should be questioning the motives behind such moves. This isn’t a time for celebration; it’s a time for scrutiny. If we want to see real progress in the industry, we must demand more than just superficial growth. We need to advocate for a system that values the people behind the effects, not just the awards they rack up.

    #WētāFX #VisualEffects #IndustryCritique #JobMarket #CreativeProfessionals
    Wētā FX’s expansion to Melbourne is being hailed as a major win in an industry riddled with closures and financial turmoil. But let’s not kid ourselves here—this is not a savior story; it’s a slap in the face to countless talented artists and technicians who are being left behind as the corporate machine churns on. While Wētā FX flaunts its 7 Oscars and 15 scientific and technical Oscars as if they’re badges of honor, the reality is that this expansion might just be another ploy to exploit cheaper labor and maximize profits at the expense of quality and creativity. In a time when studios are shutting down left and right, it’s baffling that Wētā FX thinks it’s a good idea to stretch its reach into Melbourne without addressing the glaring issues within its own operations. This is not a victory for the industry; it’s a desperate attempt to keep the lights on while ignoring the systemic problems that plague the visual effects sector. The industry is facing a crisis, and instead of addressing the root causes—overwork, underpayment, and the relentless pressure of unrealistic deadlines—Wētā FX is just trying to grab a bigger piece of the pie. Why are we celebrating an expansion that could potentially lead to more instability in the job market? Wētā FX’s move to Melbourne could mean more jobs, yes, but at what cost? What about the existing employees who are already stretched thin? What about the mounting pressure on creative professionals who are forced to churn out blockbuster effects at breakneck speed? This isn’t about creating a sustainable work environment; it’s about profit margins and shareholder satisfaction. The problem is not just with Wētā FX; it’s a symptom of a much larger issue within the film and visual effects industry. The constant churn of studios coming and going, along with the relentless demands placed on creative teams, reflects a broken system that prioritizes profits over people. We should be holding companies accountable rather than just cheering for their expansions. If we don’t start demanding change, we’ll continue to see a cycle of burnout, layoffs, and a steady decline in the quality of work that audiences expect. And let's talk about the so-called "innovation" that Wētā FX touts. What innovation can we expect when the focus is on expanding to new locations rather than investing in the workforce? New studios don’t equate to new ideas or better working conditions. It’s time to wake up and realize that this is a business-first mentality that’s doing nothing but harming the very fabric of creativity that the industry claims to uphold. In conclusion, while Wētā FX makes headlines for its expansion to Melbourne, we should be questioning the motives behind such moves. This isn’t a time for celebration; it’s a time for scrutiny. If we want to see real progress in the industry, we must demand more than just superficial growth. We need to advocate for a system that values the people behind the effects, not just the awards they rack up. #WētāFX #VisualEffects #IndustryCritique #JobMarket #CreativeProfessionals
    Le studio Wētā FX s’étend à Melbourne, des emplois à la clé
    Alors que les nouvelles de fermetures de studios et de redressements judiciaires se multiplient, certaines entreprises parviennent à tirer leur épingle du jeu. C’est le cas de Wētā FX, le studio d’effets visuels aux 7 Oscars et 15 Oscars
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  • Le dernier démo technique de The Witcher 4 met en lumière les capacités du monde ouvert du moteur Unreal Engine 5.6. Ça a l'air impressionnant, je suppose. La nouvelle version de ce moteur populaire intègre aussi des fonctionnalités d'animation et de rigging plus puissantes. C'est bien, mais bon, qui s'en préoccupe vraiment ?

    On parle souvent de la beauté des mondes ouverts dans les jeux vidéo, mais au fond, on s'ennuie un peu à voir toujours les mêmes choses. Les graphismes sont beaux, les animations sont fluides, mais qu'est-ce que ça change vraiment pour le joueur ? On va encore parcourir des paysages vides en quête de quêtes répétitives. C'est un peu lassant, non ?

    Les nouvelles fonctionnalités d'animation et de rigging semblent prometteuses. Peut-être qu'elles apporteront un peu de fraîcheur au gameplay. Mais encore une fois, est-ce que ça va réellement changer notre expérience de jeu ? J'en doute. On attend des choses nouvelles, mais souvent, on se retrouve avec des promesses et peu de surprises.

    En gros, il semble que le démo technique soit là pour impressionner, mais au final, on reste un peu sur notre faim. Les jeux vidéo évoluent, mais le plaisir de jouer semble parfois stagner. Peut-être que je suis juste fatigué de tout ça.

    Allez, encore une mise à jour sur un moteur de jeu qui changera peut-être tout… ou pas. Qui sait ?

    #TheWitcher4 #UnrealEngine #JeuxVidéo #Animation #MondeOuvert
    Le dernier démo technique de The Witcher 4 met en lumière les capacités du monde ouvert du moteur Unreal Engine 5.6. Ça a l'air impressionnant, je suppose. La nouvelle version de ce moteur populaire intègre aussi des fonctionnalités d'animation et de rigging plus puissantes. C'est bien, mais bon, qui s'en préoccupe vraiment ? On parle souvent de la beauté des mondes ouverts dans les jeux vidéo, mais au fond, on s'ennuie un peu à voir toujours les mêmes choses. Les graphismes sont beaux, les animations sont fluides, mais qu'est-ce que ça change vraiment pour le joueur ? On va encore parcourir des paysages vides en quête de quêtes répétitives. C'est un peu lassant, non ? Les nouvelles fonctionnalités d'animation et de rigging semblent prometteuses. Peut-être qu'elles apporteront un peu de fraîcheur au gameplay. Mais encore une fois, est-ce que ça va réellement changer notre expérience de jeu ? J'en doute. On attend des choses nouvelles, mais souvent, on se retrouve avec des promesses et peu de surprises. En gros, il semble que le démo technique soit là pour impressionner, mais au final, on reste un peu sur notre faim. Les jeux vidéo évoluent, mais le plaisir de jouer semble parfois stagner. Peut-être que je suis juste fatigué de tout ça. Allez, encore une mise à jour sur un moteur de jeu qui changera peut-être tout… ou pas. Qui sait ? #TheWitcher4 #UnrealEngine #JeuxVidéo #Animation #MondeOuvert
    The Witcher 4 tech demo highlights the open world credentials of Unreal Engine 5.6
    The latest version of the popular engine also includes powerful new animation and rigging features.
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  • Unreal Engine 5 Cooking Game Tutorial - Part 3 - Stove Heat Intensity Controls

    Project Files: .
    This is the 3rd episode of cooking game in unreal engine tutorial series. Here, we are going to implement heat control buttons for the stove. In the control panel of the stove, there will be 2 buttons to increase anddecrease heat intensity provided in the stove and a display to show the intensity as bars. As we press + and - buttons, heat intensity will be changed and the bar display will also change accordingly.

    𝐒𝐮𝐩𝐩𝐨𝐫𝐭 𝐓𝐡𝐞 𝐂𝐡𝐚𝐧𝐧𝐞𝐥 // 𝐁𝐞𝐜𝐨𝐦𝐞 𝐀 𝐏𝐚𝐭𝐫𝐨𝐧!

    ►Patrons will have access to project files of all the stuff I do in the channel and other extra benefits

    Join this channel to get access to perks:


    Like my facebook page for more content : /
    Follow me on twitter :
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    #CodeLikeMe #unrealengine #ue5 #ue4 #indiegamedev
    #unreal #engine #cooking #game #tutorial
    Unreal Engine 5 Cooking Game Tutorial - Part 3 - Stove Heat Intensity Controls
    Project Files: . This is the 3rd episode of cooking game in unreal engine tutorial series. Here, we are going to implement heat control buttons for the stove. In the control panel of the stove, there will be 2 buttons to increase anddecrease heat intensity provided in the stove and a display to show the intensity as bars. As we press + and - buttons, heat intensity will be changed and the bar display will also change accordingly. ► 👇 𝐒𝐮𝐩𝐩𝐨𝐫𝐭 𝐓𝐡𝐞 𝐂𝐡𝐚𝐧𝐧𝐞𝐥 // 𝐁𝐞𝐜𝐨𝐦𝐞 𝐀 𝐏𝐚𝐭𝐫𝐨𝐧! ►Patrons will have access to project files of all the stuff I do in the channel and other extra benefits Join this channel to get access to perks: Like my facebook page for more content : / Follow me on twitter : Follow me on reddit : #CodeLikeMe #unrealengine #ue5 #ue4 #indiegamedev #unreal #engine #cooking #game #tutorial
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    Unreal Engine 5 Cooking Game Tutorial - Part 3 - Stove Heat Intensity Controls
    Project Files: https://www.patreon.com/posts/131526550 . This is the 3rd episode of cooking game in unreal engine tutorial series. Here, we are going to implement heat control buttons for the stove. In the control panel of the stove, there will be 2 buttons to increase anddecrease heat intensity provided in the stove and a display to show the intensity as bars. As we press + and - buttons, heat intensity will be changed and the bar display will also change accordingly. ► 👇 𝐒𝐮𝐩𝐩𝐨𝐫𝐭 𝐓𝐡𝐞 𝐂𝐡𝐚𝐧𝐧𝐞𝐥 // 𝐁𝐞𝐜𝐨𝐦𝐞 𝐀 𝐏𝐚𝐭𝐫𝐨𝐧! https://www.patreon.com/codelikeme ►Patrons will have access to project files of all the stuff I do in the channel and other extra benefits Join this channel to get access to perks: https://www.youtube.com/channel/UClb6Jh9EBV7a_Nm52Ipll_Q/join Like my facebook page for more content : https://www.facebook.com/gamedevelopersclub/ Follow me on twitter : https://twitter.com/CodeLikeMe2 Follow me on reddit : https://www.reddit.com/user/codelikeme #CodeLikeMe #unrealengine #ue5 #ue4 #indiegamedev
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  • Enhancing Particle Trails in UE5 #shorts

    In this quick clip, we explore how to adjust the ribbon width and scale for stunning particle trails in Unreal Engine 5. Watch as we transform our visuals with simple tweaks!#UnrealEngine #NiagaraVFX #ParticleTrails #GameDevelopment #VFXTips
    #enhancing #particle #trails #ue5 #shorts
    Enhancing Particle Trails in UE5 #shorts
    In this quick clip, we explore how to adjust the ribbon width and scale for stunning particle trails in Unreal Engine 5. Watch as we transform our visuals with simple tweaks!#UnrealEngine #NiagaraVFX #ParticleTrails #GameDevelopment #VFXTips #enhancing #particle #trails #ue5 #shorts
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    Enhancing Particle Trails in UE5 #shorts
    In this quick clip, we explore how to adjust the ribbon width and scale for stunning particle trails in Unreal Engine 5. Watch as we transform our visuals with simple tweaks!#UnrealEngine #NiagaraVFX #ParticleTrails #GameDevelopment #VFXTips
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  • Unreal and Unity Summer Bundles: $4,453 Value for Only $40!

    Summer Limited-Time Mega Discounted Unreal Engine Bundle


    Summer Limited-Time Mega Discounted Unity Engine Bundle


    Use the S60 discount code for 60% Discount from original price and grab it for 40$

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    unreal engine 5,ue5 asset bundle,tutorial,quixel,megascans,unreal engine environments,leartes in unreal engine 5,ue5 leartes studios,unreal big environment bundle,huge discount marketplace,unreal engine 5 how to get environments,unreal engine 5 assets at 50 dollars,unreal engine 5 big bundle, marketplace sale
    #unreal #unity #summer #bundles #value
    Unreal and Unity Summer Bundles: $4,453 Value for Only $40!
    Summer Limited-Time Mega Discounted Unreal Engine Bundle 🔗 Summer Limited-Time Mega Discounted Unity Engine Bundle 🔗 Use the S60 discount code for 60% Discount from original price and grab it for 40$ ----------------------------------------------- unreal engine 5,ue5 asset bundle,tutorial,quixel,megascans,unreal engine environments,leartes in unreal engine 5,ue5 leartes studios,unreal big environment bundle,huge discount marketplace,unreal engine 5 how to get environments,unreal engine 5 assets at 50 dollars,unreal engine 5 big bundle, marketplace sale #unreal #unity #summer #bundles #value
    WWW.YOUTUBE.COM
    Unreal and Unity Summer Bundles: $4,453 Value for Only $40!
    Summer Limited-Time Mega Discounted Unreal Engine Bundle 🔗 https://gumroad.com/a/39658451/rqvyh Summer Limited-Time Mega Discounted Unity Engine Bundle 🔗 https://gumroad.com/a/39658451/dalmi Use the S60 discount code for 60% Discount from original price and grab it for 40$ ----------------------------------------------- unreal engine 5,ue5 asset bundle,tutorial,quixel,megascans,unreal engine environments,leartes in unreal engine 5,ue5 leartes studios,unreal big environment bundle,huge discount marketplace,unreal engine 5 how to get environments,unreal engine 5 assets at 50 dollars,unreal engine 5 big bundle, marketplace sale
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  • Fusion and AI: How private sector tech is powering progress at ITER

    In April 2025, at the ITER Private Sector Fusion Workshop in Cadarache, something remarkable unfolded. In a room filled with scientists, engineers and software visionaries, the line between big science and commercial innovation began to blur.  
    Three organisations – Microsoft Research, Arena and Brigantium Engineering – shared how artificial intelligence, already transforming everything from language models to logistics, is now stepping into a new role: helping humanity to unlock the power of nuclear fusion. 
    Each presenter addressed a different part of the puzzle, but the message was the same: AI isn’t just a buzzword anymore. It’s becoming a real tool – practical, powerful and indispensable – for big science and engineering projects, including fusion. 
    “If we think of the agricultural revolution and the industrial revolution, the AI revolution is next – and it’s coming at a pace which is unprecedented,” said Kenji Takeda, director of research incubations at Microsoft Research. 
    Microsoft’s collaboration with ITER is already in motion. Just a month before the workshop, the two teams signed a Memorandum of Understandingto explore how AI can accelerate research and development. This follows ITER’s initial use of Microsoft technology to empower their teams.
    A chatbot in Azure OpenAI service was developed to help staff navigate technical knowledge, on more than a million ITER documents, using natural conversation. GitHub Copilot assists with coding, while AI helps to resolve IT support tickets – those everyday but essential tasks that keep the lights on. 
    But Microsoft’s vision goes deeper. Fusion demands materials that can survive extreme conditions – heat, radiation, pressure – and that’s where AI shows a different kind of potential. MatterGen, a Microsoft Research generative AI model for materials, designs entirely new materials based on specific properties.
    “It’s like ChatGPT,” said Takeda, “but instead of ‘Write me a poem’, we ask it to design a material that can survive as the first wall of a fusion reactor.” 
    The next step? MatterSim – a simulation tool that predicts how these imagined materials will behave in the real world. By combining generation and simulation, Microsoft hopes to uncover materials that don’t yet exist in any catalogue. 
    While Microsoft tackles the atomic scale, Arena is focused on a different challenge: speeding up hardware development. As general manager Michael Frei put it: “Software innovation happens in seconds. In hardware, that loop can take months – or years.” 
    Arena’s answer is Atlas, a multimodal AI platform that acts as an extra set of hands – and eyes – for engineers. It can read data sheets, interpret lab results, analyse circuit diagrams and even interact with lab equipment through software interfaces. “Instead of adjusting an oscilloscope manually,” said Frei, “you can just say, ‘Verify the I2Cprotocol’, and Atlas gets it done.” 
    It doesn’t stop there. Atlas can write and adapt firmware on the fly, responding to real-time conditions. That means tighter feedback loops, faster prototyping and fewer late nights in the lab. Arena aims to make building hardware feel a little more like writing software – fluid, fast and assisted by smart tools. 

    Fusion, of course, isn’t just about atoms and code – it’s also about construction. Gigantic, one-of-a-kind machines don’t build themselves. That’s where Brigantium Engineering comes in.
    Founder Lynton Sutton explained how his team uses “4D planning” – a marriage of 3D CAD models and detailed construction schedules – to visualise how everything comes together over time. “Gantt charts are hard to interpret. 3D models are static. Our job is to bring those together,” he said. 
    The result is a time-lapse-style animation that shows the construction process step by step. It’s proven invaluable for safety reviews and stakeholder meetings. Rather than poring over spreadsheets, teams can simply watch the plan come to life. 
    And there’s more. Brigantium is bringing these models into virtual reality using Unreal Engine – the same one behind many video games. One recent model recreated ITER’s tokamak pit using drone footage and photogrammetry. The experience is fully interactive and can even run in a web browser.
    “We’ve really improved the quality of the visualisation,” said Sutton. “It’s a lot smoother; the textures look a lot better. Eventually, we’ll have this running through a web browser, so anybody on the team can just click on a web link to navigate this 4D model.” 
    Looking forward, Sutton believes AI could help automate the painstaking work of syncing schedules with 3D models. One day, these simulations could reach all the way down to individual bolts and fasteners – not just with impressive visuals, but with critical tools for preventing delays. 
    Despite the different approaches, one theme ran through all three presentations: AI isn’t just a tool for office productivity. It’s becoming a partner in creativity, problem-solving and even scientific discovery. 
    Takeda mentioned that Microsoft is experimenting with “world models” inspired by how video games simulate physics. These models learn about the physical world by watching pixels in the form of videos of real phenomena such as plasma behaviour. “Our thesis is that if you showed this AI videos of plasma, it might learn the physics of plasmas,” he said. 
    It sounds futuristic, but the logic holds. The more AI can learn from the world, the more it can help us understand it – and perhaps even master it. At its heart, the message from the workshop was simple: AI isn’t here to replace the scientist, the engineer or the planner; it’s here to help, and to make their work faster, more flexible and maybe a little more fun.
    As Takeda put it: “Those are just a few examples of how AI is starting to be used at ITER. And it’s just the start of that journey.” 
    If these early steps are any indication, that journey won’t just be faster – it might also be more inspired. 
    #fusion #how #private #sector #tech
    Fusion and AI: How private sector tech is powering progress at ITER
    In April 2025, at the ITER Private Sector Fusion Workshop in Cadarache, something remarkable unfolded. In a room filled with scientists, engineers and software visionaries, the line between big science and commercial innovation began to blur.   Three organisations – Microsoft Research, Arena and Brigantium Engineering – shared how artificial intelligence, already transforming everything from language models to logistics, is now stepping into a new role: helping humanity to unlock the power of nuclear fusion.  Each presenter addressed a different part of the puzzle, but the message was the same: AI isn’t just a buzzword anymore. It’s becoming a real tool – practical, powerful and indispensable – for big science and engineering projects, including fusion.  “If we think of the agricultural revolution and the industrial revolution, the AI revolution is next – and it’s coming at a pace which is unprecedented,” said Kenji Takeda, director of research incubations at Microsoft Research.  Microsoft’s collaboration with ITER is already in motion. Just a month before the workshop, the two teams signed a Memorandum of Understandingto explore how AI can accelerate research and development. This follows ITER’s initial use of Microsoft technology to empower their teams. A chatbot in Azure OpenAI service was developed to help staff navigate technical knowledge, on more than a million ITER documents, using natural conversation. GitHub Copilot assists with coding, while AI helps to resolve IT support tickets – those everyday but essential tasks that keep the lights on.  But Microsoft’s vision goes deeper. Fusion demands materials that can survive extreme conditions – heat, radiation, pressure – and that’s where AI shows a different kind of potential. MatterGen, a Microsoft Research generative AI model for materials, designs entirely new materials based on specific properties. “It’s like ChatGPT,” said Takeda, “but instead of ‘Write me a poem’, we ask it to design a material that can survive as the first wall of a fusion reactor.”  The next step? MatterSim – a simulation tool that predicts how these imagined materials will behave in the real world. By combining generation and simulation, Microsoft hopes to uncover materials that don’t yet exist in any catalogue.  While Microsoft tackles the atomic scale, Arena is focused on a different challenge: speeding up hardware development. As general manager Michael Frei put it: “Software innovation happens in seconds. In hardware, that loop can take months – or years.”  Arena’s answer is Atlas, a multimodal AI platform that acts as an extra set of hands – and eyes – for engineers. It can read data sheets, interpret lab results, analyse circuit diagrams and even interact with lab equipment through software interfaces. “Instead of adjusting an oscilloscope manually,” said Frei, “you can just say, ‘Verify the I2Cprotocol’, and Atlas gets it done.”  It doesn’t stop there. Atlas can write and adapt firmware on the fly, responding to real-time conditions. That means tighter feedback loops, faster prototyping and fewer late nights in the lab. Arena aims to make building hardware feel a little more like writing software – fluid, fast and assisted by smart tools.  Fusion, of course, isn’t just about atoms and code – it’s also about construction. Gigantic, one-of-a-kind machines don’t build themselves. That’s where Brigantium Engineering comes in. Founder Lynton Sutton explained how his team uses “4D planning” – a marriage of 3D CAD models and detailed construction schedules – to visualise how everything comes together over time. “Gantt charts are hard to interpret. 3D models are static. Our job is to bring those together,” he said.  The result is a time-lapse-style animation that shows the construction process step by step. It’s proven invaluable for safety reviews and stakeholder meetings. Rather than poring over spreadsheets, teams can simply watch the plan come to life.  And there’s more. Brigantium is bringing these models into virtual reality using Unreal Engine – the same one behind many video games. One recent model recreated ITER’s tokamak pit using drone footage and photogrammetry. The experience is fully interactive and can even run in a web browser. “We’ve really improved the quality of the visualisation,” said Sutton. “It’s a lot smoother; the textures look a lot better. Eventually, we’ll have this running through a web browser, so anybody on the team can just click on a web link to navigate this 4D model.”  Looking forward, Sutton believes AI could help automate the painstaking work of syncing schedules with 3D models. One day, these simulations could reach all the way down to individual bolts and fasteners – not just with impressive visuals, but with critical tools for preventing delays.  Despite the different approaches, one theme ran through all three presentations: AI isn’t just a tool for office productivity. It’s becoming a partner in creativity, problem-solving and even scientific discovery.  Takeda mentioned that Microsoft is experimenting with “world models” inspired by how video games simulate physics. These models learn about the physical world by watching pixels in the form of videos of real phenomena such as plasma behaviour. “Our thesis is that if you showed this AI videos of plasma, it might learn the physics of plasmas,” he said.  It sounds futuristic, but the logic holds. The more AI can learn from the world, the more it can help us understand it – and perhaps even master it. At its heart, the message from the workshop was simple: AI isn’t here to replace the scientist, the engineer or the planner; it’s here to help, and to make their work faster, more flexible and maybe a little more fun. As Takeda put it: “Those are just a few examples of how AI is starting to be used at ITER. And it’s just the start of that journey.”  If these early steps are any indication, that journey won’t just be faster – it might also be more inspired.  #fusion #how #private #sector #tech
    WWW.COMPUTERWEEKLY.COM
    Fusion and AI: How private sector tech is powering progress at ITER
    In April 2025, at the ITER Private Sector Fusion Workshop in Cadarache, something remarkable unfolded. In a room filled with scientists, engineers and software visionaries, the line between big science and commercial innovation began to blur.   Three organisations – Microsoft Research, Arena and Brigantium Engineering – shared how artificial intelligence (AI), already transforming everything from language models to logistics, is now stepping into a new role: helping humanity to unlock the power of nuclear fusion.  Each presenter addressed a different part of the puzzle, but the message was the same: AI isn’t just a buzzword anymore. It’s becoming a real tool – practical, powerful and indispensable – for big science and engineering projects, including fusion.  “If we think of the agricultural revolution and the industrial revolution, the AI revolution is next – and it’s coming at a pace which is unprecedented,” said Kenji Takeda, director of research incubations at Microsoft Research.  Microsoft’s collaboration with ITER is already in motion. Just a month before the workshop, the two teams signed a Memorandum of Understanding (MoU) to explore how AI can accelerate research and development. This follows ITER’s initial use of Microsoft technology to empower their teams. A chatbot in Azure OpenAI service was developed to help staff navigate technical knowledge, on more than a million ITER documents, using natural conversation. GitHub Copilot assists with coding, while AI helps to resolve IT support tickets – those everyday but essential tasks that keep the lights on.  But Microsoft’s vision goes deeper. Fusion demands materials that can survive extreme conditions – heat, radiation, pressure – and that’s where AI shows a different kind of potential. MatterGen, a Microsoft Research generative AI model for materials, designs entirely new materials based on specific properties. “It’s like ChatGPT,” said Takeda, “but instead of ‘Write me a poem’, we ask it to design a material that can survive as the first wall of a fusion reactor.”  The next step? MatterSim – a simulation tool that predicts how these imagined materials will behave in the real world. By combining generation and simulation, Microsoft hopes to uncover materials that don’t yet exist in any catalogue.  While Microsoft tackles the atomic scale, Arena is focused on a different challenge: speeding up hardware development. As general manager Michael Frei put it: “Software innovation happens in seconds. In hardware, that loop can take months – or years.”  Arena’s answer is Atlas, a multimodal AI platform that acts as an extra set of hands – and eyes – for engineers. It can read data sheets, interpret lab results, analyse circuit diagrams and even interact with lab equipment through software interfaces. “Instead of adjusting an oscilloscope manually,” said Frei, “you can just say, ‘Verify the I2C [inter integrated circuit] protocol’, and Atlas gets it done.”  It doesn’t stop there. Atlas can write and adapt firmware on the fly, responding to real-time conditions. That means tighter feedback loops, faster prototyping and fewer late nights in the lab. Arena aims to make building hardware feel a little more like writing software – fluid, fast and assisted by smart tools.  Fusion, of course, isn’t just about atoms and code – it’s also about construction. Gigantic, one-of-a-kind machines don’t build themselves. That’s where Brigantium Engineering comes in. Founder Lynton Sutton explained how his team uses “4D planning” – a marriage of 3D CAD models and detailed construction schedules – to visualise how everything comes together over time. “Gantt charts are hard to interpret. 3D models are static. Our job is to bring those together,” he said.  The result is a time-lapse-style animation that shows the construction process step by step. It’s proven invaluable for safety reviews and stakeholder meetings. Rather than poring over spreadsheets, teams can simply watch the plan come to life.  And there’s more. Brigantium is bringing these models into virtual reality using Unreal Engine – the same one behind many video games. One recent model recreated ITER’s tokamak pit using drone footage and photogrammetry. The experience is fully interactive and can even run in a web browser. “We’ve really improved the quality of the visualisation,” said Sutton. “It’s a lot smoother; the textures look a lot better. Eventually, we’ll have this running through a web browser, so anybody on the team can just click on a web link to navigate this 4D model.”  Looking forward, Sutton believes AI could help automate the painstaking work of syncing schedules with 3D models. One day, these simulations could reach all the way down to individual bolts and fasteners – not just with impressive visuals, but with critical tools for preventing delays.  Despite the different approaches, one theme ran through all three presentations: AI isn’t just a tool for office productivity. It’s becoming a partner in creativity, problem-solving and even scientific discovery.  Takeda mentioned that Microsoft is experimenting with “world models” inspired by how video games simulate physics. These models learn about the physical world by watching pixels in the form of videos of real phenomena such as plasma behaviour. “Our thesis is that if you showed this AI videos of plasma, it might learn the physics of plasmas,” he said.  It sounds futuristic, but the logic holds. The more AI can learn from the world, the more it can help us understand it – and perhaps even master it. At its heart, the message from the workshop was simple: AI isn’t here to replace the scientist, the engineer or the planner; it’s here to help, and to make their work faster, more flexible and maybe a little more fun. As Takeda put it: “Those are just a few examples of how AI is starting to be used at ITER. And it’s just the start of that journey.”  If these early steps are any indication, that journey won’t just be faster – it might also be more inspired. 
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  • Learn GameDev with Unity, Unreal, GameMaker, Blender and C# Humble Bundle

    Learn GameDev with Unity, Unreal, GameMaker, Blender and C# Humble Bundle / News / June 11, 2025 /

    The Learn GameDev with Unity, Godot, Unreal, GameMaker, Blender and C# Humble Bundle from Zenva is now available. Each game engine comes with 5 or more courses covering all aspects of game development. This bundle joins the No-Code No-Problem Develop bundle and the Big Bang Unreal Unity and Godot bundle already live on Humble.
    As with most Humble Bundles, this one is organized into tiers:
    1$ Tier
    Intro to Godot 4 Game DevelopmentIntro to the Game Development Industry
    Makes No Sense Tier
    Explore Audio for Godot 4 Games
    UV Mapping in Blender for Beginners
    UI/UX for Game Design
    25$ Tier
    Godot 4 Mini-ProjectsCreate a Micro Turn-Based RPG in Godot3D Action-Adventure Game in Godot – Unit 1 – Characters
    Intro to Visual Shaders in Godot 4
    Learn Game Optimization for Godot 4
    Coin Collector Game – Godot Mobile Projects
    Unreal Engine Mini-Projects
    Intro to Unreal Engine Game Development
    Create a Racing Game in Unreal Engine
    The Complete Unreal Engine C++ Course – Build an FPS
    Create a Turn-Based Mini RPG in Unreal Engine
    Build a 2.5D Farming RPG with Unreal Engine
    Intro to Game Development with Unity
    Unity Mini-Projects – C# Fundamentals
    Explore Game Optimization in Unity 6
    Intro to ECS for Unity 6
    Build an Arcade Kart Racing Game in Unity
    Construct a Mobile Physics Game in Unity
    Intro to Particle Systems for Unity Games
    Intro to Game Development with GameMaker
    Create a Complete 2D Action RPG in GameMaker
    Build a Real-Time Strategy Mini-Game with GameMaker
    Develop an Idle Clicker from Scratch in GameMaker
    Make a Mini Turn-Based RPG from Scratch in GameMaker
    The Comprehensive Introduction to C# Programming
    Build a Complete Mini 2D Game Engine with C#
    Learn 3D Modeling with Blender from Scratch
    Intro to Rigging Models in Blender
    MagicaVoxel for Beginners – Create Voxel Game Assets
    Prompt Engineering for Game Developers
    You can learn more about the Learn GameDev with Unity, Godot, Unreal, GameMaker, Blender and C# Humble Bundle in the video below. Using links on this page to purchase the bundle helps support GFS
    #learn #gamedev #with #unity #unreal
    Learn GameDev with Unity, Unreal, GameMaker, Blender and C# Humble Bundle
    Learn GameDev with Unity, Unreal, GameMaker, Blender and C# Humble Bundle / News / June 11, 2025 / The Learn GameDev with Unity, Godot, Unreal, GameMaker, Blender and C# Humble Bundle from Zenva is now available. Each game engine comes with 5 or more courses covering all aspects of game development. This bundle joins the No-Code No-Problem Develop bundle and the Big Bang Unreal Unity and Godot bundle already live on Humble. As with most Humble Bundles, this one is organized into tiers: 1$ Tier Intro to Godot 4 Game DevelopmentIntro to the Game Development Industry Makes No Sense Tier Explore Audio for Godot 4 Games UV Mapping in Blender for Beginners UI/UX for Game Design 25$ Tier Godot 4 Mini-ProjectsCreate a Micro Turn-Based RPG in Godot3D Action-Adventure Game in Godot – Unit 1 – Characters Intro to Visual Shaders in Godot 4 Learn Game Optimization for Godot 4 Coin Collector Game – Godot Mobile Projects Unreal Engine Mini-Projects Intro to Unreal Engine Game Development Create a Racing Game in Unreal Engine The Complete Unreal Engine C++ Course – Build an FPS Create a Turn-Based Mini RPG in Unreal Engine Build a 2.5D Farming RPG with Unreal Engine Intro to Game Development with Unity Unity Mini-Projects – C# Fundamentals Explore Game Optimization in Unity 6 Intro to ECS for Unity 6 Build an Arcade Kart Racing Game in Unity Construct a Mobile Physics Game in Unity Intro to Particle Systems for Unity Games Intro to Game Development with GameMaker Create a Complete 2D Action RPG in GameMaker Build a Real-Time Strategy Mini-Game with GameMaker Develop an Idle Clicker from Scratch in GameMaker Make a Mini Turn-Based RPG from Scratch in GameMaker The Comprehensive Introduction to C# Programming Build a Complete Mini 2D Game Engine with C# Learn 3D Modeling with Blender from Scratch Intro to Rigging Models in Blender MagicaVoxel for Beginners – Create Voxel Game Assets Prompt Engineering for Game Developers You can learn more about the Learn GameDev with Unity, Godot, Unreal, GameMaker, Blender and C# Humble Bundle in the video below. Using links on this page to purchase the bundle helps support GFS #learn #gamedev #with #unity #unreal
    GAMEFROMSCRATCH.COM
    Learn GameDev with Unity, Unreal, GameMaker, Blender and C# Humble Bundle
    Learn GameDev with Unity, Unreal, GameMaker, Blender and C# Humble Bundle / News / June 11, 2025 / The Learn GameDev with Unity, Godot, Unreal, GameMaker, Blender and C# Humble Bundle from Zenva is now available. Each game engine comes with 5 or more courses covering all aspects of game development. This bundle joins the No-Code No-Problem Develop bundle and the Big Bang Unreal Unity and Godot bundle already live on Humble. As with most Humble Bundles, this one is organized into tiers: 1$ Tier Intro to Godot 4 Game Development (2025 Edition) Intro to the Game Development Industry Makes No Sense Tier Explore Audio for Godot 4 Games UV Mapping in Blender for Beginners UI/UX for Game Design 25$ Tier Godot 4 Mini-Projects (2025 Edition) Create a Micro Turn-Based RPG in Godot (2025 Edition) 3D Action-Adventure Game in Godot – Unit 1 – Characters Intro to Visual Shaders in Godot 4 Learn Game Optimization for Godot 4 Coin Collector Game – Godot Mobile Projects Unreal Engine Mini-Projects Intro to Unreal Engine Game Development Create a Racing Game in Unreal Engine The Complete Unreal Engine C++ Course – Build an FPS Create a Turn-Based Mini RPG in Unreal Engine Build a 2.5D Farming RPG with Unreal Engine Intro to Game Development with Unity Unity Mini-Projects – C# Fundamentals Explore Game Optimization in Unity 6 Intro to ECS for Unity 6 Build an Arcade Kart Racing Game in Unity Construct a Mobile Physics Game in Unity Intro to Particle Systems for Unity Games Intro to Game Development with GameMaker Create a Complete 2D Action RPG in GameMaker Build a Real-Time Strategy Mini-Game with GameMaker Develop an Idle Clicker from Scratch in GameMaker Make a Mini Turn-Based RPG from Scratch in GameMaker The Comprehensive Introduction to C# Programming Build a Complete Mini 2D Game Engine with C# Learn 3D Modeling with Blender from Scratch Intro to Rigging Models in Blender MagicaVoxel for Beginners – Create Voxel Game Assets Prompt Engineering for Game Developers You can learn more about the Learn GameDev with Unity, Godot, Unreal, GameMaker, Blender and C# Humble Bundle in the video below. Using links on this page to purchase the bundle helps support GFS (and thanks so much if you do!)
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  • "A City of a Dawn Calm" - Unreal Engine Cinecmatics

    Hello! It is my second time posting work in the forum.
    “A City of a Dawn Calm” is a recreation of Seoul.
    I remade Seoul city in Cyberpunk style.
    Hope you like it!

    Also, please visit our School…
    #quota #city #dawn #calmquot #unreal
    "A City of a Dawn Calm" - Unreal Engine Cinecmatics
    Hello! It is my second time posting work in the forum. “A City of a Dawn Calm” is a recreation of Seoul. I remade Seoul city in Cyberpunk style. Hope you like it! Also, please visit our School… #quota #city #dawn #calmquot #unreal
    FORUMS.UNREALENGINE.COM
    "A City of a Dawn Calm" - Unreal Engine Cinecmatics
    Hello! It is my second time posting work in the forum. “A City of a Dawn Calm” is a recreation of Seoul. I remade Seoul city in Cyberpunk style. Hope you like it! Also, please visit our School…
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