Git - git-bisect Documentation
The command to find a commit where bug was introduced by binary search
https://git-scm.com/docs/git-bisect
#bisect #debug
The command to find a commit where bug was introduced by binary search
https://git-scm.com/docs/git-bisect
#bisect #debug
Building Meshes in Unity, Vertex by Vertex
https://alexanderpech.medium.com/building-meshes-in-unity-vertex-by-vertex-f3dfb43584c8
Repo: https://github.com/alexpech12/ProcGeom
#procedural #generation #tree
https://alexanderpech.medium.com/building-meshes-in-unity-vertex-by-vertex-f3dfb43584c8
Repo: https://github.com/alexpech12/ProcGeom
#procedural #generation #tree
Medium
Building Meshes in Unity, Vertex by Vertex
In 2018, I wrote a piece for the community-driven Procedural Generation zine, Seeds, noscriptd “Experiments in Generative Geometry: Building…
Unity on Twitter: "6⃣ Dive into these tips and other ones about graphics, audio, physics, and more in our new e-book - our experts cover it all!
https://mobile.twitter.com/unity3d/status/1404756511805554688
#optimization #mobile
https://mobile.twitter.com/unity3d/status/1404756511805554688
#optimization #mobile
Twitter
Unity
6⃣ Dive into these tips and other ones about graphics, audio, physics, and more in our new e-book - our experts cover it all! ➡️ Download here: on.unity.com/3vqWPEr
GPU Mesh Voxelizer Part 4 – Bronson Zgeb
https://bronsonzgeb.com/index.php/2021/06/13/gpu-mesh-voxelizer-part-4/
#voxelizer
https://bronsonzgeb.com/index.php/2021/06/13/gpu-mesh-voxelizer-part-4/
#voxelizer
Unity Event systems interfaces for Customized GUI behavior
https://indiewatch.net/2021/02/04/unity-event-systems-interfaces-for-customized-gui-behavior/
#custom #editor
https://indiewatch.net/2021/02/04/unity-event-systems-interfaces-for-customized-gui-behavior/
#custom #editor
IndieWatch
Unity Event systems interfaces for Customized GUI behavior - IndieWatch
A Unity Event, or the UnityEvent generic abstract class is very useful for customizing GUI behavior. This is how I'm using it for my game.
A tutorial on how to Procedural ivy grow #shader - Part 1
https://mobile.twitter.com/TommasoRomano_/status/1402631901337337857
#shader #ivy #pcg
https://mobile.twitter.com/TommasoRomano_/status/1402631901337337857
#shader #ivy #pcg
Twitter
Tommaso Romanò
Since many of you asked, here is a tutorial on how to Procedural ivy grow #shader - Part 1 🌷Hope this helps! :) #madewithunity #indiedev #gamedev #indiegame #unity3d #lowpoly #unitytips #shaders
I've made some textured spaceships you can use in any of your projects for free! More assets in the comments
https://www.reddit.com/r/gamedev/comments/nxh8gs/ive_made_some_textured_spaceships_you_can_use_in/
#assets
https://www.reddit.com/r/gamedev/comments/nxh8gs/ive_made_some_textured_spaceships_you_can_use_in/
#assets
Reddit
r/gamedev on Reddit: I've made some textured spaceships you can use in any of your projects for free!
Posted by u/QuaterniusDev - 1,971 votes and 63 comments
New tools from Microsoft Research help developers write bug-free code, faster - AI for Business
https://blogs.microsoft.com/ai-for-business/microsoft-research-tools-help-developers-write-bug-free-code-faster/
#tools
https://blogs.microsoft.com/ai-for-business/microsoft-research-tools-help-developers-write-bug-free-code-faster/
#tools
AI for Business
New tools from Microsoft Research help developers write bug-free code, faster | AI for Business
At Microsoft Build, the Microsoft Research team shares some of its projects that can help relieve the mounting pressure on developers.
A Neural Network Recreates a Playable Version of GTA V
https://80.lv/articles/a-neural-network-recreates-a-playable-version-of-gta-v/
#neural
https://80.lv/articles/a-neural-network-recreates-a-playable-version-of-gta-v/
#neural
80LV
A Neural Network Recreates a Playable Version of GTA V
New GAN-based models can now recreate complex game environments.
Как за день потерять 30% онлайна и за два месяца сделать батлрояль
How to optimize game for massive battle royal mode
https://m.habr.com/en/company/lightmap/blog/563976/
#optimization #performance
How to optimize game for massive battle royal mode
https://m.habr.com/en/company/lightmap/blog/563976/
#optimization #performance
Habr
Как за день потерять 30% онлайна и за два месяца сделать батлрояль
Однажды в своем PvP-шутере мы за один день потеряли 30% от 60 тысяч одновременного онлайна. Это был 2018-й, в тот день на iOS вышел Fortnite. И хотя хайп был уже около года, а PUBG регулярно бил...
Poly Pizza: Free 3D models for everyone
6000 free 3d models
https://poly.pizza/
#assets #models #freeassets
6000 free 3d models
https://poly.pizza/
#assets #models #freeassets
poly.pizza
Poly Pizza: Free 3D models for everyone
Download thousands of low poly 3D models for free. No login required. Ready for AR/VR, Unity, Unreal or Godot.
Optimize your mobile game performance: Tips on profiling, memory, and code architecture from Unity’s top engineers | Unity Blog
https://blog.unity.com/technology/optimize-your-mobile-game-performance-tips-on-profiling-memory-and-code-architecture
#performance #optimization
https://blog.unity.com/technology/optimize-your-mobile-game-performance-tips-on-profiling-memory-and-code-architecture
#performance #optimization
Unity
Optimize your mobile game performance: Tips on profiling, memory, and code architecture from Unity’s top engineers
Our Accelerate Solutions team knows the source code inside out and supports a plethora of Unity customers so they can get the most out of the engine. In their work, they dive deep into creator projects to help identify points where performance could be optimized…
Parallel.For performance. Not so suitable for Unity, but still interesting to see how to make the most usage of CPU
https://youtu.be/lHuyl_WTpME
#parallel
https://youtu.be/lHuyl_WTpME
#parallel
YouTube
Is Parallel.For/ForEach in C# actually worth it? (and how to modernize it)
Become a Patreon and get source code access: https://www.patreon.com/nickchapsas
Check out my courses: https://dometrain.com
Hello everybody I'm Nick and in this video I am going to talk about the Parallel class in .NET and see how it performs compared to…
Check out my courses: https://dometrain.com
Hello everybody I'm Nick and in this video I am going to talk about the Parallel class in .NET and see how it performs compared to…
IList<T> vs List<T> Performance. A look at the memory consumption
Enumerator instance is casted to IEnumerator if IList is used, therefore additional 40B allocation happen
https://levelup.gitconnected.com/ilist-t-vs-list-t-performance-dad1688a374f
#list #garbage
Enumerator instance is casted to IEnumerator if IList is used, therefore additional 40B allocation happen
https://levelup.gitconnected.com/ilist-t-vs-list-t-performance-dad1688a374f
#list #garbage
Medium
IList<T> vs List<T> Performance
A look at the memory consumption of each in .NET 5.0
Raycasts in Unity, made easy - Game Dev Beginner
Extensive denoscription of raycasts in Unity
https://gamedevbeginner.com/raycasts-in-unity-made-easy/
#physics #raycast
Extensive denoscription of raycasts in Unity
https://gamedevbeginner.com/raycasts-in-unity-made-easy/
#physics #raycast
Game Dev Beginner
Raycasts in Unity, made easy
Learn how to use Raycasts in Unity, the right way, using layers, triggers and multiple objects, in this complete, step by step guide…
GPU Mesh Voxelizer Part 5: Filling the inner voxels – Bronson Zgeb
Using Möller-Trumbore algorithm.
https://bronsonzgeb.com/index.php/2021/06/19/gpu-mesh-voxelizer-part-5/
Repo: https://github.com/bzgeb/UnityGPUMeshVoxelizerPart5
#voxelizer #voxel
Using Möller-Trumbore algorithm.
https://bronsonzgeb.com/index.php/2021/06/19/gpu-mesh-voxelizer-part-5/
Repo: https://github.com/bzgeb/UnityGPUMeshVoxelizerPart5
#voxelizer #voxel
GitHub
GitHub - bzgeb/UnityGPUMeshVoxelizerPart5: Part 5 of a GPU-based Mesh Voxelizer for Unity using Compute Shaders
Part 5 of a GPU-based Mesh Voxelizer for Unity using Compute Shaders - GitHub - bzgeb/UnityGPUMeshVoxelizerPart5: Part 5 of a GPU-based Mesh Voxelizer for Unity using Compute Shaders
Gamasutra: Jason Bakker's Blog - Using ink and Unity's Timeline to make Wayward Strand
Ink is a narrative tool and the article tells how to integrate it into Timeline
https://www.gamasutra.com/blogs/JasonBakker/20210607/382779/Using_ink_and_Unitys_Timeline_to_make_Wayward_Strand.php
#ink #narrative
Ink is a narrative tool and the article tells how to integrate it into Timeline
https://www.gamasutra.com/blogs/JasonBakker/20210607/382779/Using_ink_and_Unitys_Timeline_to_make_Wayward_Strand.php
#ink #narrative
GAMASUTRA
Using ink and Unity's Timeline to make Wayward Strand
The following blog post, unless otherwise noted, was written by a member of Gamasutra’s community. The thoughts and opinions expressed are those of the writer and not Gamasutra or its parent company. It’s been a little while since my last dev-related article.…
GPU Optimization for GameDev · GitHub
An extensive list of GPU optimization talks, articles, and videos.
https://gist.github.com/silvesthu/505cf0cbf284bb4b971f6834b8fec93d
#gpu #optimization #pipeline
An extensive list of GPU optimization talks, articles, and videos.
https://gist.github.com/silvesthu/505cf0cbf284bb4b971f6834b8fec93d
#gpu #optimization #pipeline
Gist
GPU Optimization for GameDev
GPU Optimization for GameDev. GitHub Gist: instantly share code, notes, and snippets.