The full 3rd edition of Physically-Based Rendering: From Theory to Implementation is online, for free

pbr-book.org/

Note to self: your armature has to be in edit mode to enable reparenting bones.

(I added some big floppy ear bones to an existing humanoid rig, couldn't figure out how to make them detached children of the head)

Yeah, put a few hours in and Blender hasn't crashed since I disabled Magic UV and Highlight UV.

Because I can't work when tabbing in or out of edit mode on subdiv meshes causes an immediate crash without any recovery saves.

I've been frustrated by Blender crashing regularly (and frequently). Just realized it might be one or both of the UV addons I have.. disabling them to see.

Crap, a bunch of you followed me here and I keep forgetting to login, let alone post on this instance 😅

Should be more active again soon though; gone back to work on what was at one point called Food Fight and began in the Torque engine :O

Maps (e.g. normals) generated from a torus are useful in lots of things. But there seems to be an issue with Blender's generated UVs. So this is how I work around it 2/2

Maps (e.g. normals) generated from a torus are useful in lots of things. But there seems to be an issue with Blender's generated UVs. So this is how I work around it 1/2

DID YOU KNOW?™ There's a free SpeedTree Modeler for Lumberyard? It only exports .cgf meshes/data for use with Lumberyard, buuuut it can also export albedo/normal/sss branch+leaf cluster textures.

Update: I spent considerably more than an hour making a custom channel packing tool.

I would save so much time if I spent an hour making a custom channel packing tool but because I'm obstinate about hating tool making I won't and I'll suffer.

Playing a bit with the Unity 2018 beta. Pleasantly surprised that the new rendering stuff didn't immediately crash and/or destroy a project (that happening is why I'm still too scared to open the LookDev window)

tfw when ur setting ur hiscores to 0 *after* you load the saved scores

Just broke my game because Unity doesn't support longs in PlayerPrefs.

In the history of game dev, there has never been a recorded instance of successfully testing the first implementation of some code that spawns something based on collision without mistakenly spawning an infinite amount of somethings in 0.2s and crashing your computer.

FACT.

..why did I assume that the Physics2D.blahCast functions would automatically use your project's specified collision matrix if you didn't specify one?

Just added a bunch of sub-optimal control options (mouse+kb, kb+kb) that are pretty terrible for twin stick shooters but hey, options.

Now to see if it's totally hosed my touch controls.

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