From STUPID to SOLID Code!
Yet another article on solid.
https://williamdurand.fr/2013/07/30/from-stupid-to-solid-code/
#solid
Yet another article on solid.
https://williamdurand.fr/2013/07/30/from-stupid-to-solid-code/
#solid
William Durand
From STUPID to SOLID Code!
STUPID is an acronym that describes bad practices in Oriented Object Programming. SOLID is an acronym that stands for five basic principle of Object-Oriented Programming and design to fix STUPID code.
Build stunning mobile games that run smoothly with Adaptive Performance
https://blogs.unity3d.com/2021/03/30/build-stunning-mobile-games-that-run-smoothly-with-adaptive-performance/
#adaptive #performance
https://blogs.unity3d.com/2021/03/30/build-stunning-mobile-games-that-run-smoothly-with-adaptive-performance/
#adaptive #performance
Unity Blog
Build stunning mobile games that run smoothly with Adaptive Performance | Unity Blog
Learn how to use Adaptive Performance to tune your mobile game – balancing frame rates and graphics. Get the latest details on Adaptive Performance’s updates for device simulator, samples and scalers.
Tales from the optimization trenches: Saving memory with Addressables
Thorough example how addressables help optimize memory usage with analysis tools.
https://blogs.unity3d.com/2021/03/31/tales-from-the-optimization-trenches-saving-memory-with-addressables/
#addressables #memory #optimization
Thorough example how addressables help optimize memory usage with analysis tools.
https://blogs.unity3d.com/2021/03/31/tales-from-the-optimization-trenches-saving-memory-with-addressables/
#addressables #memory #optimization
Unity Blog
Tales from the optimization trenches: Saving memory with Addressables | Unity Blog
Efficient streaming of assets in and out of memory is a key element of any quality game. As a consultant on our Professional Services team, I’ve been striving to improve the performance of many customer projects. That’s why I’d like to share some tips on…
Object Pooling in Unity 2021+
https://thegamedev.guru/unity-cpu-performance/object-pooling/
#objectpool #pool
https://thegamedev.guru/unity-cpu-performance/object-pooling/
#objectpool #pool
TheGamedev.Guru
Object Pooling in Unity 2021+
In this blog post I will show you how to use object pooling in Unity 2021 with this new official API so you don't have to mess with 3rd party code that breaks on every Unity upgrade.
Using the DebuggerDisplay Attribute - Visual Studio 2015 | Microsoft Docs
https://docs.microsoft.com/en-us/previous-versions/visualstudio/visual-studio-2015/debugger/using-the-debuggerdisplay-attribute?view=vs-2015&redirectedfrom=MSDN
#debug #attribute
https://docs.microsoft.com/en-us/previous-versions/visualstudio/visual-studio-2015/debugger/using-the-debuggerdisplay-attribute?view=vs-2015&redirectedfrom=MSDN
#debug #attribute
Docs
Using the DebuggerDisplay Attribute - Visual Studio 2015
Animated Text Thread!🧵
https://twitter.com/toyful_games/status/1377006124914839556?s=20
#animated #text
https://twitter.com/toyful_games/status/1377006124914839556?s=20
#animated #text
Twitter
Toyful Games
🧵Animated Text #gamedev Thread!🧵 Although text isn't really the star of #veryveryvalet, making it expressive and pleasant-to-read is essential! It levels up the polish AND is a cost effective injection of character via characters (1/9) #indiedev #madewithunity…
Awesome video on how to make a rainy window step by step and with in-depth explanation of every line
https://youtu.be/EBrAdahFtuo
https://youtu.be/0flY11lVCwY
#shader #window #rain
https://youtu.be/EBrAdahFtuo
https://youtu.be/0flY11lVCwY
#shader #window #rain
YouTube
Making a rainy window in Unity - Part 1
Twitter: @The_ArtOfCode
Facebook: https://www.facebook.com/groups/theartofcode/
Patreon: https://www.patreon.com/TheArtOfCode
PayPal Donation: https://paypal.me/theartofcode
I did an effect a little while ago that shows rain dripping down a window. I figured…
Facebook: https://www.facebook.com/groups/theartofcode/
Patreon: https://www.patreon.com/TheArtOfCode
PayPal Donation: https://paypal.me/theartofcode
I did an effect a little while ago that shows rain dripping down a window. I figured…
Bitmapflow Free Open Source Animation Tool
Tool to generate additional frames in spritesheet animation
https://gamefromscratch.com/bitmapflow-free-open-source-animation-tool/
Video: https://youtu.be/rzxOwx37mWY
#assets #generation
Tool to generate additional frames in spritesheet animation
https://gamefromscratch.com/bitmapflow-free-open-source-animation-tool/
Video: https://youtu.be/rzxOwx37mWY
#assets #generation
GameFromScratch.com
Bitmapflow Free Open Source Animation Tool – GameFromScratch.com
Bitmapflow is a new sprite animation tool written using the Godot game engine that is free and open source
Учимся делать визуальные эффекты: подробный туториал от разработчиков Tanks A Lot!
https://dtf.ru/highcore/690831-uchimsya-delat-vizualnye-effekty-podrobnyy-tutorial-ot-razrabotchikov-tanks-a-lot
#vfx
https://dtf.ru/highcore/690831-uchimsya-delat-vizualnye-effekty-podrobnyy-tutorial-ot-razrabotchikov-tanks-a-lot
#vfx
DTF
Учимся делать визуальные эффекты: подробный туториал от разработчиков Tanks A Lot! — Highcore Games на DTF
Как создать эффекты огня, взрыва, ледяных шипов и летящих пил.
Lighting models
Very old, but contains list of different lighting models with shaders how it is implemented.
http://steps3d.narod.ru/tutorials/lighting-tutorial.html
#shader #lighting
Very old, but contains list of different lighting models with shaders how it is implemented.
http://steps3d.narod.ru/tutorials/lighting-tutorial.html
#shader #lighting
Enter the Boss Room: our new multiplayer sample game - Unity Technologies Blog
https://blogs.unity3d.com/2021/04/08/enter-the-boss-room-our-new-multiplayer-sample-game/
Sample repo: https://github.com/Unity-Technologies/com.unity.multiplayer.samples.coop/releases/latest
#netcode
https://blogs.unity3d.com/2021/04/08/enter-the-boss-room-our-new-multiplayer-sample-game/
Sample repo: https://github.com/Unity-Technologies/com.unity.multiplayer.samples.coop/releases/latest
#netcode
Unity Blog
Enter the Boss Room: our new multiplayer sample game | Unity Blog
Explore Unity’s new, experimental netcode library and the underlying patterns of a multiplayer game in our small scale cooperative RPG, Boss Room
Почему мы отказались от стандартных теней Unity для мобильных шутеров и вместо этого написали свои
https://m.habr.com/en/company/pixonic/blog/550764/
#shading #warrobots
https://m.habr.com/en/company/pixonic/blog/550764/
#shading #warrobots
Habr
Почему мы отказались от стандартных теней Unity для мобильных шутеров и вместо этого написали свои
Использование освещения и теней практически в любом игровом проекте добавляет реализма картинке и подчеркивает взаимное расположение объектов в сцене. Без них игры были бы скучными, безжизненными,...
Compress WebGL build manually from command line (brotli)
https://unitycoder.com/blog/2021/04/07/compress-webgl-build-manually-from-command-line-brotli/
#brotli #webgl #cli
https://unitycoder.com/blog/2021/04/07/compress-webgl-build-manually-from-command-line-brotli/
#brotli #webgl #cli
Unity Coding - Unity3D
Compress WebGL build manually from command line (brotli)
Building brotli compressed webgl release can take hours (if you have large 3d models in the project..), and you cannot do anything with the project while unity is compressing it. Solution:Make (rea…
Dependencies. How dependencies can be managed via editor with this advanced noscript
https://www.notion.so/Dependencies-b1ee0ae718cf4aff95bd3c23c4887088
#dependency
https://www.notion.so/Dependencies-b1ee0ae718cf4aff95bd3c23c4887088
#dependency
Lazlo on Notion
Dependencies
A Unity design pattern to handle GetComponent caching and dependencies
How to Avoid Branching on the GPU
http://xdpixel.com/how-to-avoid-branching-on-the-gpu/
#shader #branching
http://xdpixel.com/how-to-avoid-branching-on-the-gpu/
#shader #branching
xdPixel
How to Avoid Branching on the GPU - xdPixel
Overview In this article, I want to teach you how to write GPU Shader friendly code that avoids the performance costs associated with branching. What Do You Mean By “Branching”? You are branching anytime you use an explicit if/then. When your compiler encounters…
Unity Shadergraph: How to properly use booleans in a shader?
https://exiin.com/blog/unity-shadergraph-how-to-properly-use-booleans-in-a-shader/
#shadergraph #branching
https://exiin.com/blog/unity-shadergraph-how-to-properly-use-booleans-in-a-shader/
#shadergraph #branching
Simulating Soft Body with Shaders - Making Games
https://www.makinggames.biz/programming/simulating-soft-body-with-shaders,2352030.html
Repo: https://github.com/SachitMisra/%C2%ADSimulating-Soft-Body-with-Shaders
#soft #bodies #compute #shader
https://www.makinggames.biz/programming/simulating-soft-body-with-shaders,2352030.html
Repo: https://github.com/SachitMisra/%C2%ADSimulating-Soft-Body-with-Shaders
#soft #bodies #compute #shader
Drawing Multiple Effects with One Particle System — Grizzly Machine
Particle systems batcher
https://www.grizzly-machine.com/entries/drawing-multiple-effects-with-one-particle-system
#particle #system #batcher
Particle systems batcher
https://www.grizzly-machine.com/entries/drawing-multiple-effects-with-one-particle-system
#particle #system #batcher