turns out one has to enable sRGB on the render texture in order to obtain the skybox part of the image.

What's the trick to enable skybox when rendering to a texture (i.e. "Target Texture" is set for camera) - i have 'Clear Flags' set to 'Skybox', but i only see a black background for the saved texture.

Look! Here is a thing we are making. Come help us make more of it!

Complete contract, full hiring flow details, private q&a: cph.framebunker.jobs/

blogs.unity3d.com/2019/04/16/i

This is something I have been working toward, alongside many others, during my entire career at Unity.

It took a lot of "hack weeks," 20% time, and other donated time to get off the ground; it came within a hair's breadth of being terminated multiple times.
We fought to keep it alive, to get it onto the release track, to keep it from being shipped with special license restrictions.

It's great to finally see our work having a public impact.

@jakob Early adopters satiated, not many upgrading already, mainstream still skittish (UK didn't have as many sales events as US for PSVR; Vive prices still inflated vs US). Don't think I've seen any excitement for those cheaper Win10 headsets here yet. Must work out to at least 150-200k extra headsets sold in 2018, not terrible for a smallish country.

GameDev depression, anxiety; Kotaku 

gcc 8 with -fsanitize=address|thread is my go-to problem solver these days. I should really take the time to enable this on our CI builds :)

This is, quite simply, unacceptable; it's inhumane. If a person in a leadership role will not consider their own health & company policies on healthy workplaces, you have to relieve them (enforced vacation) & disable their logins so they can't sneak work in. eventhubs.com/news/2019/mar/03

I've been writing about baremetal programming with the Raspberry Pi boards here: leiradel.github.io/

Tried VS Code again today for C++ It's still rubbish. Debugger reports wrong sizes for std containers (debug build). Banners blocking the editor with complaints about some simple valid syntax.

🎮 Book update: it has been a long time, but Chapter 8 is now available:

book.famicom.party/chapters/08

This chapter, we break out the sample code into multiple files, creating something more like a "real" project. Next chapter, we'll focus on drawing sprites.

The 35th Chaos Communication Congress is in session. Streams are at streaming.media.ccc.de/35c3/ -- They've got something for everyone, check it out.

🎮 Book update: Chapter 4 is up now! An intro to the nitty-gritty of the NES' hardware, especially the PPU and color palettes. With any luck, Chapter 5 will be up by the end of the day (beginnings of 6502 assembly!), it's more than half done now.

book.famicom.party/chapters/04

Quite a few @cppcon videos are up on YT. Do you have any recommendations ? What i've seen so far has been underwhelming.

Applying the "visitor pattern" to any random problem - just because you read about it - is probably not a good idea. But it might still be a good exercise.

The Design Patterns book has been bashed a lot, often ignoring that it establishes a common vocabulary - greatly reducing communication overhead.

E.g Unity's serialization system can be described as: "the visitor pattern".

Oh well - now it's grinding slow: Java is around 300% CPU constantly - and configuring the debug target no longer possible - i wonder what caused this .. back to cmd-line and vim

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Game development! Discussions about game development and related fields, and/or by game developers and related professions.