Advance your robot autonomy with ROS 2 and Unity | Unity Blog
https://blog.unity.com/manufacturing/advance-your-robot-autonomy-with-ros-2-and-unity
#robot #simulation
https://blog.unity.com/manufacturing/advance-your-robot-autonomy-with-ros-2-and-unity
#robot #simulation
Unity Blog
Advance your robot autonomy with ROS 2 and Unity | Unity Blog
Unity is excited to announce our official support of ROS 2, whose robust framework, coupled with simulation, will enable myriad new use cases.
Интерполяция — мать анимации — Твинеры в Unity
Yet another article describing a bit how tweening works
https://habr.com/ru/post/572860/
#tween
Yet another article describing a bit how tweening works
https://habr.com/ru/post/572860/
#tween
Хабр
Интерполяция — мать анимации — Твинеры в Unity
Одним из неотъемлемых элементов игровых приложений, обеспечивающих красочный пользовательский опыт, является анимация. Основным компонентом Unity для анимации является "Mecanim", имеющий более...
Rotate image 90° by transposing matrix and flipping it horizontally
https://youtu.be/IdZlsG6P17w
#algorithm #rotate #interview
https://youtu.be/IdZlsG6P17w
#algorithm #rotate #interview
YouTube
Amazon Coding Interview Question - Rotate Image
Preparing For Your Coding Interviews? Use These Resources
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(My Course) Data Structures & Algorithms for Coding Interviews - https://thedailybyte.dev/courses/nick
AlgoCademy - https://algocademy.com/?referral=nickwhite
Daily Coding Interview…
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(My Course) Data Structures & Algorithms for Coding Interviews - https://thedailybyte.dev/courses/nick
AlgoCademy - https://algocademy.com/?referral=nickwhite
Daily Coding Interview…
Подводные камни в бассейне строк, или ещё один повод подумать перед интернированием экземпляров класса String в C#
TL;DR: String.Intern() blocks other threads to update the hashtable
https://pvs-studio.com/ru/blog/posts/csharp/0820/
#intern #performance
TL;DR: String.Intern() blocks other threads to update the hashtable
https://pvs-studio.com/ru/blog/posts/csharp/0820/
#intern #performance
PVS-Studio
Подводные камни в бассейне строк, или ещё один повод подумать пе…
Будучи разработчиками программного обеспечения, мы всегда хотим, чтобы написанное нами ПО работало быстро. Использование оптимального алгоритма, распараллеливание, применение различных техн…
Система локализация в Unity с точки зрения разработчика
An in-depth denoscription why the team decided to implement their own localization solution
https://romanilyin.com/unity-localization/#___Unity
#localization
An in-depth denoscription why the team decided to implement their own localization solution
https://romanilyin.com/unity-localization/#___Unity
#localization
Explore the immersive world of Genshin Impact with next-gen performance on PlayStation®5 | Unity Blog
https://blog.unity.com/games/explore-the-immersive-world-of-genshin-impact-with-next-gen-performance-on-playstationr5
#upscale
https://blog.unity.com/games/explore-the-immersive-world-of-genshin-impact-with-next-gen-performance-on-playstationr5
#upscale
Unity Blog
Explore the immersive world of Genshin Impact with next-gen performance on PlayStation®5 | Unity Blog
We sat down with Zhenzhong Yi, technical director of MiHoYo’s Genshin Impact, to discuss the RPG’s exciting arrival to PlayStation®5 earlier this year.
C# .Net: Fastest Way to check if a string occurs within a string - The Curious Consultant
https://cc.davelozinski.com/c-sharp/fastest-way-to-check-if-a-string-occurs-within-a-string
#contains
https://cc.davelozinski.com/c-sharp/fastest-way-to-check-if-a-string-occurs-within-a-string
#contains
The Curious Consultant
C# .Net: Fastest Way to check if a string occurs within a string - The Curious Consultant
C# .Net: Fastest Way to check if a string occurs within a string using both single threaded and multithreaded techniques including parallel processing.
Альтернативы CDN: наша система дозакачки контента напрямую из стора в игру
https://dtf.ru/pixonic/834373-alternativy-cdn-nasha-sistema-dozakachki-kontenta-napryamuyu-iz-stora-v-igru
#deliverysystem #assets #cdn
https://dtf.ru/pixonic/834373-alternativy-cdn-nasha-sistema-dozakachki-kontenta-napryamuyu-iz-stora-v-igru
#deliverysystem #assets #cdn
DTF
Альтернативы CDN: наша система дозакачки контента напрямую из стора в игру — Pixonic на DTF
Что такое dynamic delivery и как с ее помощью мы экономим место на девайсах игроков.
Scene Selector Tool – Bronson Zgeb
https://bronsonzgeb.com/index.php/2021/08/21/scene-selector-tool/
#scene #selector
https://bronsonzgeb.com/index.php/2021/08/21/scene-selector-tool/
#scene #selector
Cut your work in half with these #unitytips for productivity | Unity Blog
https://blog.unity.com/community/unity-tips-for-productivity
#tips #shader #editor
https://blog.unity.com/community/unity-tips-for-productivity
#tips #shader #editor
Unity Blog
Cut your work in half with these #unitytips for productivity | Unity Blog
Check out our roundup of the latest #unitytips from our community on Twitter. We've picked the best tweets to help you create even faster.
A New Fluid Simulation Plugin for Unity
No details or source, but technology looks impressive
https://80.lv/articles/a-new-fluid-simulation-plugin-for-unity/
#fluid #water #simulation
No details or source, but technology looks impressive
https://80.lv/articles/a-new-fluid-simulation-plugin-for-unity/
#fluid #water #simulation
80LV
A New Fluid Simulation Plugin for Unity
Take a look at this new plugin made by Zibra AI.
Dmitry Senyushkin / Unity Libre Fracture · GitLab
An open source destruction library
https://gitlab.com/dima13230/unity-libre-fracture
#destruction #fracture #physics
An open source destruction library
https://gitlab.com/dima13230/unity-libre-fracture
#destruction #fracture #physics
GitLab
Dmitry Senyushkin / Unity Libre Fracture · GitLab
Unity Libre Fracture is a free and open source fracture system developed for Unity Engine
Smooth Scene Streaming with Unity3D
A decent example how to optimize additive scene loading and activation, however there can be more optimizations like custom game object manager that proxies all monobehaviors calls.
https://80.lv/articles/smooth-scene-streaming-with-unity3d/
#scenestreaming #optimization
A decent example how to optimize additive scene loading and activation, however there can be more optimizations like custom game object manager that proxies all monobehaviors calls.
https://80.lv/articles/smooth-scene-streaming-with-unity3d/
#scenestreaming #optimization
80LV
Smooth Scene Streaming with Unity3D
The Co-Founder of The Sixth Hammer Dimitar Popov has returned to tell us about designing a big seamless 2D world without loading screens in Unity.
Optimizing loading performance: Understanding the Async Upload Pipeline | Unity Blog
https://blog.unity.com/technology/optimizing-loading-performance-understanding-the-async-upload-pipeline
#loading #async #upload #pipeline #optimization
https://blog.unity.com/technology/optimizing-loading-performance-understanding-the-async-upload-pipeline
#loading #async #upload #pipeline #optimization
Unity Blog
Optimizing loading performance: Understanding the Async Upload Pipeline | Unity Blog
Nobody likes loading screens. Did you know that you can quickly adjust Async Upload Pipeline (AUP) parameters to significantly improve your loading times? This article details how meshes and textures are loaded through the AUP. This understanding could help…
Я провел тестирование Codex от OpenAI, и результаты оказались жутко хорошими
https://apptractor.ru/info/articles/ya-provel-testirovanie-codex-ot-openai-i-rezultaty-okazalis-zhutko-horoshimi.html/amp
#codex #copilot #ai #neuralnetwork
https://apptractor.ru/info/articles/ya-provel-testirovanie-codex-ot-openai-i-rezultaty-okazalis-zhutko-horoshimi.html/amp
#codex #copilot #ai #neuralnetwork
AppTractor
Я провел тестирование Codex от OpenAI, и результаты оказались жутко хорошими
Платформа является эволюцией GPT-3, и ее результаты пугающе хороши. Вот мои мысли и выводы после нескольких дней работы с Codex.
Как развитие алгоритмов сжатия остановилось 20 лет назад
Compression algorithms keep improving, you can check from time to time new technologies, maybe it will save you some budget if you improve compression of your traffic
https://habr.com/ru/post/570694/
#compression
Compression algorithms keep improving, you can check from time to time new technologies, maybe it will save you some budget if you improve compression of your traffic
https://habr.com/ru/post/570694/
#compression
Хабр
Как развитие алгоритмов сжатия остановилось 20 лет назад, или о новом конкурсе на 200 тысяч евро
В октябре прошлого года я опубликовал статью «О талантах, деньгах и алгоритмах сжатия данных» , где с юмором описал, как «изобретают» новые алгоритмы сжатия люди, не имеющие достаточно навыков для...
This is an example that shows how to use the asynchronous GPU readback API to capture renders without blocking the main thread.
Note that there is a trade-off between performance and latency -- it's only useful when a small amount of latency is acceptable. Screen capture is one of the best-fit case for the feature.
https://github.com/keijiro/AsyncCaptureTest
#gpureadback #readback
Note that there is a trade-off between performance and latency -- it's only useful when a small amount of latency is acceptable. Screen capture is one of the best-fit case for the feature.
https://github.com/keijiro/AsyncCaptureTest
#gpureadback #readback
GitHub
GitHub - keijiro/AsyncCaptureTest: Non-blocking screen capture example with asynchronous GPU readback
Non-blocking screen capture example with asynchronous GPU readback - keijiro/AsyncCaptureTest
Optimizing performance of Unity games - M2H
Not your typical optimization article with just a bunch of tips about this and that. This one is more about right approach and mindset to profiling and optimization. A very good read.
https://www.m2h.nl/optimizing-performance-of-unity-games/
#optimization #performance
Not your typical optimization article with just a bunch of tips about this and that. This one is more about right approach and mindset to profiling and optimization. A very good read.
https://www.m2h.nl/optimizing-performance-of-unity-games/
#optimization #performance
M2H
Optimizing performance of Unity games - M2H
Optimizing performance of Unity games. Battle tested on 9+ platforms in 13 years of Unity game development.