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
IPTech-Coroutines: A unity coroutine library
https://github.com/ianpilipski/IPTech-Coroutines
#coroutines #package
https://github.com/ianpilipski/IPTech-Coroutines
#coroutines #package
GitHub
GitHub - ianpilipski/IPTech-Coroutines: A unity coroutine library
A unity coroutine library. Contribute to ianpilipski/IPTech-Coroutines development by creating an account on GitHub.
Tutorial series: learning how to write a 3D soft engine from scratch in C#, TypeScript or JavaScript
https://www.davrous.com/2013/06/13/tutorial-series-learning-how-to-write-a-3d-soft-engine-from-scratch-in-c-typenoscript-or-javanoscript/
#softengine #renderer #engine
https://www.davrous.com/2013/06/13/tutorial-series-learning-how-to-write-a-3d-soft-engine-from-scratch-in-c-typenoscript-or-javanoscript/
#softengine #renderer #engine
Using Tuples in C# to Initialize Properties in the Constructor and to Deconstruct Your Object
https://www.thomasclaudiushuber.com/2021/03/25/csharp-using-tuples-to-initialize-properties/
#tuple #deconstruction
https://www.thomasclaudiushuber.com/2021/03/25/csharp-using-tuples-to-initialize-properties/
#tuple #deconstruction
Thomas Claudius Huber
Using Tuples in C# to Initialize Properties in the Constructor and to Deconstruct Your Object
Recently I was asked by a developer what this code block here actually is: public Friend(string firstName, string middleName, string lastName) => (FirstName, MiddleName, LastName) = (firstName, middleName, lastName); This is actually a constructor that uses…
Zero allocation code in C# and Unity - Seba's Lab
Great list of advices how to achieve zero allocation code
http://www.sebaslab.com/zero-allocation-code-in-unity/
#memory #optmization #gc
Great list of advices how to achieve zero allocation code
http://www.sebaslab.com/zero-allocation-code-in-unity/
#memory #optmization #gc
Seba's Lab
Zero allocation code in C# and Unity - Seba's Lab
The home of Svelto C# ECS and advanced Unity gamedev C# articles
Understanding the Whys, Whats, and Whens of ValueTask | .NET Blog
https://devblogs.microsoft.com/dotnet/understanding-the-whys-whats-and-whens-of-valuetask/
#async #await #valuetask
https://devblogs.microsoft.com/dotnet/understanding-the-whys-whats-and-whens-of-valuetask/
#async #await #valuetask
Microsoft News
Understanding the Whys, Whats, and Whens of ValueTask
The .NET Framework 4 saw the introduction of the System.Threading.Tasks namespace, and with it the Task class. This type and the derived Task<TResult> have long since become a staple of .NET programming, key aspects of the asynchronous programming model introduced…
Fastest way to set elements in a preallocated array in c#
https://www.sebaslab.com/fastest-way-to-iterate-an-array-in-c/
#array #iteration
https://www.sebaslab.com/fastest-way-to-iterate-an-array-in-c/
#array #iteration
Seba's Lab
Fastest way to set elements in a preallocated array in c# - Seba's Lab
The home of Svelto C# ECS and advanced Unity gamedev C# articles
Svelto.ECS Internals: How to avoid boxing when using structs with reflection
https://www.sebaslab.com/casting-a-struct-into-an-interface-inside-a-generic-method-without-boxing/
#struct #reflection #boxing
https://www.sebaslab.com/casting-a-struct-into-an-interface-inside-a-generic-method-without-boxing/
#struct #reflection #boxing
Seba's Lab
Svelto.ECS Internals: How to avoid boxing when using structs with reflection - Seba's Lab
The home of Svelto C# ECS and advanced Unity gamedev C# articles
The #1Millioncubes challenge. How I managed to animate a freakload of cubes on windows using Unity
Usage of BeginWrite/EndWrite
https://www.sebaslab.com/the-1millioncubes-challenge-how-i-managed-to-animate-a-freakload-of-cubes-on-windows-using-unity/
#instancing
Usage of BeginWrite/EndWrite
https://www.sebaslab.com/the-1millioncubes-challenge-how-i-managed-to-animate-a-freakload-of-cubes-on-windows-using-unity/
#instancing
Seba's Lab
The #1Millioncubes challenge. How I managed to animate a freakload of cubes on windows using Unity - Seba's Lab
The home of Svelto C# ECS and advanced Unity gamedev C# articles
Find out what’s new for the Addressable Asset System
Synchronous loading and slight performance improvements.
https://blogs.unity3d.com/2021/04/14/find-out-whats-new-for-the-addressable-asset-system/
#addressable
Synchronous loading and slight performance improvements.
https://blogs.unity3d.com/2021/04/14/find-out-whats-new-for-the-addressable-asset-system/
#addressable
Unity Blog
Find out what’s new for the Addressable Asset System | Unity Blog
The Addressable Asset System allows you to safely and efficiently manage the content of complex Unity projects. Discover how the Synchronous Addressables API can make switching your project to this flexible system easier than before.
How to architect code as your project scales | Avoiding technical debt | Unity
https://unity.com/how-to/how-architect-code-your-project-scales
#tips #architecture
https://unity.com/how-to/how-architect-code-your-project-scales
#tips #architecture
Unity
How to architect code as your project scales | Avoiding technical debt | Unity
Effective tips for how to architect the code of a growing game, so it scales neatly and with fewer problems.