Is your #gamedev studio just packed with bowl fulls of delicious crunch?
Celebrate it passive aggressively with Krunchie Crunch, the game developer tiger mascot!
(Also comes on a clock, so you can watch your life tick away for someone else's profit.)
Gift your producer with a laptop skin as a thanks for the Jira reminders!
Put a fridge magnet on the work fridge, next to the message taped to it that reminds everyone to not leave mugs (from all the coffee we have to drink to barely survive) in the sink!
Sip from this mug during yet another meeting management scheduled right up against 5pm that is going to run on into unpaid time!
Mmmm, tastes salty!
And where do all these bloody stickers around the studio keep coming from? I don't know... do you know? Nobody knows. Better call in Scooby Doo because it's another fucking game development mystery.
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Quick gamedev Tip: normal maps baked in some tools can be created using a different tangent space method than your game engine does.
Unity3D, Substance, XNormal, Blender (since 2.57) and Unreal Engine use a method calldd "MikktSpace".
Zbrush and Maya do not use Mikktspace...
(As far as I know and all rhe versions I worked with).
Using a different mathematical method of figuring out the tangent space is a bit like this...
Face a wall, and point your arm up at the ceiling. Okay, your arm is a normal.
Okay, I want you to now angle your hand down by 45 degrees. Look at what you are pointing at.
This is the normal I want you to remember, okay? You are now a pixel in your normal map. Remember the spot you are pointing at, you sexy pixel you.
Sketchfab is a really useful tool because you can see hundreds of models with their wireframes, textures and UVs.
It's a great exercise just immersing yourself in how everyone approaches the exercise.
Some good. Some bad. Some very much lessons in now not to.
Triangle faces have two sides. The front face and the back face.
If you turn on "back face culling" one side of your triangle is not rendered. We do this in games to skip rendering things we can't see.
So how do we know which side is front and which side is back?
Well, triangles have 3 vertices. If the vertices are numbered in clockwise order (1,2,3) they point one way, and in anticlockwise order (3,2,1) they are the other way.