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Source channel @githubtrending · Post #15057 · Aug 14

#go#external_secrets#hacktoberfest#kubernetes#kubernetes_secrets#secrets_manager External Secrets Operator (ESO) is a Kubernetes tool that connects external secret managers like AWS Secrets Manager, HashiCorp Vault, and others to Kubernetes, automatically injecting secret values into Kubernetes Secrets. However, official releases are paused because the current maintainer team is too small to support ongoing development and community help. You can still use the latest code from the main branch, but no new official versions or support will be provided until more maintainers join. If your team relies on ESO, contributing helps keep the project healthy and ensures future updates. This pause highlights the importance of community support for open-source tools you depend on. Using ESO benefits you by simplifying secure secret management in Kubernetes across multiple cloud providers. https://github.com/external-secrets/external-secrets

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@gamedevnewz · Post #16 · 07/09/2024, 12:31 PM

👾Why Games on Unreal Engine 5 Are Indistinguishable from Reality 🎮 Not long ago, Unreal Engine 5 was released to the public, allowing everyone to try out the new features of the engine, the main ones being the new global illumination technology, Lumen, and the Nanite rendering system, which we will discuss now. The demos and games made on Unreal Engine 5 look truly impressive; in some cases, the graphics are indistinguishable from real life. Let's take a closer look at these technologies. Lumen is a fully dynamic global illumination and reflection system designed for use in Unreal Engine 5 on next-generation gaming consoles. By default, it is the global illumination and reflection system in UE 5. Lumen allows for diffuse interreflection with infinite bounces and indirect specular reflections in large, detailed environments that can scale from millimeters to kilometers. Nanite is a micro-polygon rendering system. With it, the PC does not render each model based on the number of its polygons. Thanks to this, images are rendered with a resolution of one polygon per pixel, meaning the higher the resolution of your monitor, the higher the number of polygons (detail of the model). Although, at the moment, the combined use of these technologies causes certain problems, for example with vegetation and other thin objects (Lumen degrades the quality of foliage rendered using Nanite). Of course, lighting and rendering alone are not enough when it comes to ultra-realistic graphics. Textures and the detail of the mesh itself play a significant role as well. #GameDevelopment#UnrealEngine5