@jakob yeah it's a bit confusing, isn't it. "you get a render pipeline, and you get a render pipeline" (same with physics, etc.)
So! I'm told there's a Unity build with raytracing (DXR) goodies, i.e. HD render pipeline with optional raytracing for various bits. Here on github: https://github.com/Unity-Technologies/Unity-Experimental-DXR
Well about time: DirectX specification -- DX always had a spec, just "mere mortals" could never read it. Thumbs up, Microsoft! https://microsoft.github.io/DirectX-Specs/
@ScreennameTaken file a bug please with details & repro
Whoa, looks like I've been in build system team for two years already. Time flies! Here's a blogpost, with some neat tools we've built. https://aras-p.info/blog/2019/03/08/Two-years-in-a-build-team/
@vos I don't know TBH. Probably not?
@funkeh yup, pretty much :)
Measured Materials Library - 300 free scanned materials for Unity's HDRP https://blogs.unity3d.com/2019/02/08/we-have-you-covered-with-the-measured-materials-library/
Quick post on "infinite sky" shader for Unity http://aras-p.info/blog/2019/02/01/Infinite-sky-shader-for-Unity/
Intel's OpenImageDenoise, an open source denoising library (currently CPU based?) is out! https://openimagedenoise.github.io/
Kinda tempted to try it out on my toy path tracer :)
@booblito she used Krita to draw everything. I assembled it all in Unity, and then GarageBand for music and Audacity for sounds.
Oh look, turns out MSVC *does* have a flag that reports where the C++ compiler frontend spends time - "/d1reportTime". So I wrote about it! http://aras-p.info/blog/2019/01/21/Another-cool-MSVC-flag-d1reportTime/
@silverweed but yes it probably eats up 50GB or so :shrug:
@silverweed hmm weird. For me it compiles in 20-30 minutes from scratch (on Mac&Windows)