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.
Unity 2018 and PlayerLoop
https://blog.beardphantom.com/post/190674647054/unity-2018-and-playerloop
#playerloop
https://blog.beardphantom.com/post/190674647054/unity-2018-and-playerloop
#playerloop
Tumblr
Unity 2018 and PlayerLoop
Introduction
This is a repost of a blog post I made on my old website, pretty much all of this information still applies in 2020!
Before Unity 5.X (specifically 5.0), control over the application...
This is a repost of a blog post I made on my old website, pretty much all of this information still applies in 2020!
Before Unity 5.X (specifically 5.0), control over the application...
UniTask v2 — Zero Allocation async/await for Unity, with Asynchronous LINQ
UniTask internals
https://neuecc.medium.com/unitask-v2-zero-allocation-async-await-for-unity-with-asynchronous-linq-1aa9c96aa7dd
#unitask #async
UniTask internals
https://neuecc.medium.com/unitask-v2-zero-allocation-async-await-for-unity-with-asynchronous-linq-1aa9c96aa7dd
#unitask #async
Medium
UniTask v2 — Zero Allocation async/await for Unity, with Asynchronous LINQ
I’ve previously published UniTask, a new async/await library for Unity, now I’ve rewritten all the code and released new one.