Thread.MemoryBarrier and lock difference for a simple property
Eric Lippert on writing multithreaded programs. TLDR: prefers using TPL, async-await, Lazy<T> instead of manually writing locks. However for shared-memory multithreaded programs lock everything.
https://stackoverflow.com/questions/22457501/thread-memorybarrier-and-lock-difference-for-a-simple-property/22458009#22458009
#multithreading
Eric Lippert on writing multithreaded programs. TLDR: prefers using TPL, async-await, Lazy<T> instead of manually writing locks. However for shared-memory multithreaded programs lock everything.
https://stackoverflow.com/questions/22457501/thread-memorybarrier-and-lock-difference-for-a-simple-property/22458009#22458009
#multithreading
Stack Overflow
Thread.MemoryBarrier and lock difference for a simple property
For the following scenario, is there any difference regarding thread-safeness, result and performance between using MemoryBarrier
private SomeType field;
public SomeType Property
{
get
{
...
private SomeType field;
public SomeType Property
{
get
{
...
Tackling profiling for mobile games with Unity and Arm
Profiling using Unity profiler, frame debugger, and Arm Mobile Studio
https://blogs.unity3d.com/2021/03/11/tackling-profiling-for-mobile-games-with-unity-and-arm/
#profiling #gpu #shader
Profiling using Unity profiler, frame debugger, and Arm Mobile Studio
https://blogs.unity3d.com/2021/03/11/tackling-profiling-for-mobile-games-with-unity-and-arm/
#profiling #gpu #shader
Unity Blog
Tackling profiling for mobile games with Unity and Arm | Unity Blog
Learn how to take on mobile performance issues with profiling tools from Unity and Arm. Go in depth on how to profile with Unity, how to optimize performance drop offs and tips and tricks on getting the most out of your game assets.
Good example why you need to benchmark your hot path code and choose what is better for you: speed or memory allocations
https://youtu.be/8-NAwKYXMzs
#linq #performance
https://youtu.be/8-NAwKYXMzs
#linq #performance
YouTube
Is LINQ in C# actually slow?
Become a Patreon and get source code access: https://www.patreon.com/nickchapsas
Check out my courses: https://nickchapsas.com
Hello everybody I'm Nick and in this video I wanna talk about LINQ and it's performance in C#. LINQ is a killer feature for C#…
Check out my courses: https://nickchapsas.com
Hello everybody I'm Nick and in this video I wanna talk about LINQ and it's performance in C#. LINQ is a killer feature for C#…
Запуск игры на Unity из приложения SwiftUI для iOS
https://m.habr.com/en/company/alconost/blog/546416/
#swift #unitylib
https://m.habr.com/en/company/alconost/blog/546416/
#swift #unitylib
Habr
Запуск игры на Unity из приложения SwiftUI для iOS
С версии 2019.3 Unity поддерживает загрузку и выгрузку игры на Unity из нативного приложения для iOS или Android с помощью функции «Unity as a Library». Это удобный способ встроить игру в нативное...
Shaders for Game Devs 2020
https://docs.google.com/document/u/0/d/1h_7O9n5-q8Kb-rhnMJyF4Tab6i3lH97E4Ykn7tsP-zc/mobilebasic
#shader
https://docs.google.com/document/u/0/d/1h_7O9n5-q8Kb-rhnMJyF4Tab6i3lH97E4Ykn7tsP-zc/mobilebasic
#shader
Insomniac Games and Assisted Creation - Unity Technologies Blog
https://blogs.unity3d.com/2021/03/17/insomniac-games-and-assisted-creation/
#artengine #assets
https://blogs.unity3d.com/2021/03/17/insomniac-games-and-assisted-creation/
#artengine #assets
Unity Blog
Insomniac Games and assisted creation | Unity Blog
Looking to remaster old content? Upres 2.0 enables you to take old, outdated assets and elevate them to meet today’s standards.
Object Calisthenics
A list of principles to write more maintainable code. You shouldn't blindly follow all, but take a moment to think about each of them.
https://williamdurand.fr/2013/06/03/object-calisthenics/
Video by another content creator: https://www.youtube.com/watch?v=gyrSiY4SHxI
#coderules #calisthenics
A list of principles to write more maintainable code. You shouldn't blindly follow all, but take a moment to think about each of them.
https://williamdurand.fr/2013/06/03/object-calisthenics/
Video by another content creator: https://www.youtube.com/watch?v=gyrSiY4SHxI
#coderules #calisthenics
William Durand
Object Calisthenics
Object Calisthenics are 9 steps to better software design today.
A new Package Manager experience in Unity 2021.1
https://blogs.unity3d.com/2021/03/22/package-manager-updates/
#package #manager
https://blogs.unity3d.com/2021/03/22/package-manager-updates/
#package #manager
Unity Blog
A new Package Manager experience in Unity 2021.1 | Unity Blog
The Package Manager is a modular system and API designed to speed up your workflows and optimize the size of your runtime by offering Unity-developed features as optional packages.
Research : Unity Texture Memory Loading/Unloading
Unity says you shouldn't use Resources, but still sometimes it's just convenient and faster to do, so check how memory works in that case.
https://gametorrahod.com/unity-texture-memory-loading-unloading/
#resource #unload
Unity says you shouldn't use Resources, but still sometimes it's just convenient and faster to do, so check how memory works in that case.
https://gametorrahod.com/unity-texture-memory-loading-unloading/
#resource #unload
Game Torrahod
Research : Unity Texture Memory Loading/Unloading
There are several interesting and ambiguous questions in Unity about when the memory will be occupied.
Unity Mono Runtime - The Truth about Disposable Value Types
If you ever wondered why Unity generated garbage using foreach. Claimed to be fixed in 5.5, but still a good reading
https://codingadventures.me/2016/02/15/unity-mono-runtime-the-truth-about-disposable-value-types/
#garbage #memory
If you ever wondered why Unity generated garbage using foreach. Claimed to be fixed in 5.5, but still a good reading
https://codingadventures.me/2016/02/15/unity-mono-runtime-the-truth-about-disposable-value-types/
#garbage #memory
Coding Adventures
Unity Mono Runtime - The Truth about Disposable Value Types - Coding Adventures
When I started making games using Unity, after almost 10 years of C# development, I was very concerned to acknowledge that foreach loops are highly avoided in Unity because they allocate unnecessary memory on the heap. Personally I love the clean syntax of…
To box or not to box
Details about using statement with structs. Once again the moral of the story is: mutable value types are enough pure evil to turn you all into hermit crabs, and therefore should be avoided.
https://ericlippert.com/2011/03/14/to-box-or-not-to-box/
#disposable #struct
Details about using statement with structs. Once again the moral of the story is: mutable value types are enough pure evil to turn you all into hermit crabs, and therefore should be avoided.
https://ericlippert.com/2011/03/14/to-box-or-not-to-box/
#disposable #struct
Fabulous adventures in coding
To box or not to box
Suppose you have an immutable value type that is also disposable. Perhaps it represents some sort of handle. struct MyHandle : IDisposable { public MyHandle(int handle) : this() { this.Handle = han…