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    <title>DEV Community: Federico Grenoville</title>
    <description>The latest articles on DEV Community by Federico Grenoville (@fgrenoville).</description>
    <link>https://dev.to/fgrenoville</link>
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      <title>DEV Community: Federico Grenoville</title>
      <link>https://dev.to/fgrenoville</link>
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      <title>From one car to a fleet: asynchronous physics in UE5 that scales with multithreading</title>
      <dc:creator>Federico Grenoville</dc:creator>
      <pubDate>Thu, 06 Nov 2025 15:30:17 +0000</pubDate>
      <link>https://dev.to/fgrenoville/from-one-car-to-a-fleet-asynchronous-physics-in-ue5-that-scales-with-multithreading-44ol</link>
      <guid>https://dev.to/fgrenoville/from-one-car-to-a-fleet-asynchronous-physics-in-ue5-that-scales-with-multithreading-44ol</guid>
      <description>&lt;p&gt;A while back I wrote about getting stable suspension physics in UE5 by running Chaos on the async physics thread. That post focused on one car and the usual "why your spring-damper explodes when the frame rate dips."&lt;/p&gt;

&lt;p&gt;But I wanted something I could reuse across projects — a more robust pattern that lets me manage many vehicles per scene efficiently. So I took the prototype further and turned it into a plugin.&lt;/p&gt;

&lt;p&gt;The idea is simple: keep the physics step cleanly decoupled from the Game Thread, and make it scale as vehicle count grows using Chaos::PhysicsParallelFor.&lt;/p&gt;

&lt;p&gt;👉 &lt;a href="https://medium.com/gitconnected/from-one-car-to-a-fleet-asynchronous-physics-in-ue5-that-scales-with-multithreading-d322b2b94001" rel="noopener noreferrer"&gt;Read the full article on Medium&lt;/a&gt;&lt;/p&gt;

&lt;p&gt;If you found it helpful, don’t forget to like, subscribe, and leave a comment with your thoughts or questions.&lt;/p&gt;

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      <category>unrealengine</category>
      <category>multithreading</category>
      <category>physics</category>
      <category>vehiclesuspension</category>
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      <title>Taming Chaos: Stable Vehicle Suspensions with Async Physics in UE5</title>
      <dc:creator>Federico Grenoville</dc:creator>
      <pubDate>Wed, 24 Sep 2025 08:24:28 +0000</pubDate>
      <link>https://dev.to/fgrenoville/taming-chaos-stable-vehicle-suspensions-with-async-physics-in-ue5-319l</link>
      <guid>https://dev.to/fgrenoville/taming-chaos-stable-vehicle-suspensions-with-async-physics-in-ue5-319l</guid>
      <description>&lt;p&gt;Has it ever happened to you that a car in a video game suddenly starts vibrating, bouncing, or even flying away uncontrollably?&lt;/p&gt;

&lt;p&gt;That’s the classic symptom of a physics simulation tied to the frame rate, or the use of a “wrong” integrator.&lt;br&gt;
In this article, I’ll show you how to avoid this in Unreal Engine 5 by leveraging Chaos’ asynchronous physics, with a concrete example: a car with suspensions designed for a racing game.&lt;/p&gt;

&lt;p&gt;👉 &lt;a href="https://levelup.gitconnected.com/taming-chaos-stable-vehicle-suspensions-with-async-physics-in-ue5-566369c7b097" rel="noopener noreferrer"&gt;Read the full article on Medium&lt;/a&gt;&lt;/p&gt;

&lt;p&gt;If you found it helpful, don’t forget to like, subscribe, and leave a comment with your thoughts or questions.&lt;/p&gt;

</description>
      <category>unrealengine</category>
      <category>gamedev</category>
      <category>physics</category>
      <category>vehiclesuspension</category>
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      <title>Tick by Tick: How Unreal Engine Simulates Real-World Physics</title>
      <dc:creator>Federico Grenoville</dc:creator>
      <pubDate>Mon, 30 Jun 2025 07:33:57 +0000</pubDate>
      <link>https://dev.to/fgrenoville/tick-by-tick-how-unreal-engine-simulates-real-world-physics-5mg</link>
      <guid>https://dev.to/fgrenoville/tick-by-tick-how-unreal-engine-simulates-real-world-physics-5mg</guid>
      <description>&lt;p&gt;If you’ve ever wondered what powers the physics engine in Unreal Engine, and what terms like integration, substepping, or async transform really mean, you’re in the right place!&lt;/p&gt;

&lt;p&gt;In this article, I will explore Unreal Engine’s physics system — from numerical integration and substepping, to the new asynchronous physics tick. Understanding these mechanisms is essential for building stable and performant simulations.&lt;/p&gt;

&lt;p&gt;👉 &lt;a href="https://medium.com/gitconnected/tick-by-tick-how-unreal-engine-simulates-real-world-physics-4ac7bc9ee5fb" rel="noopener noreferrer"&gt;Read the full article on Medium&lt;/a&gt;&lt;/p&gt;

&lt;p&gt;If you found it helpful, don’t forget to like, subscribe, and leave a comment with your thoughts or questions.&lt;/p&gt;

</description>
      <category>unrealengine</category>
      <category>gamedev</category>
      <category>physics</category>
      <category>substepping</category>
    </item>
    <item>
      <title>Unleashing Massive Flocks with Unity</title>
      <dc:creator>Federico Grenoville</dc:creator>
      <pubDate>Mon, 09 Jun 2025 17:22:06 +0000</pubDate>
      <link>https://dev.to/fgrenoville/unleashing-massive-flocks-with-unity-2cnh</link>
      <guid>https://dev.to/fgrenoville/unleashing-massive-flocks-with-unity-2cnh</guid>
      <description>&lt;p&gt;If you're exploring crowd simulations using steering behaviors in Unity, you'll love this!&lt;/p&gt;

&lt;p&gt;In this post, I share a technique for simulating massive flocks using simple rules and optimized logic. It’s based on a project I developed and refined over time.&lt;/p&gt;

&lt;p&gt;👉 &lt;a href="https://medium.com/gitconnected/unleashing-massive-flocks-with-unity-30ef13aea78b" rel="noopener noreferrer"&gt;Read the full article on Medium&lt;/a&gt;&lt;/p&gt;

&lt;p&gt;Let me know what you think — and feel free to share your own Unity experiments!&lt;/p&gt;

</description>
      <category>unity3d</category>
      <category>gamedev</category>
      <category>ai</category>
      <category>boids</category>
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