Gregory Szorc's Digital Home | Surprisingly Slow
What can surprise you how slowly it is executed on PC
https://gregoryszorc.com/blog/2021/04/06/surprisingly-slow/
#slow #performance
What can surprise you how slowly it is executed on PC
https://gregoryszorc.com/blog/2021/04/06/surprisingly-slow/
#slow #performance
Profiling and optimisation tips for mobiles - Unity Forum
https://forum.unity.com/threads/profiling-and-optimisation-tips-for-mobiles.512902
#throttling #thermal
https://forum.unity.com/threads/profiling-and-optimisation-tips-for-mobiles.512902
#throttling #thermal
Unity Forum
Profiling and optimisation tips for mobiles
We would like to share "Mobile performance handbook: thermal stability" prepared by our Mobile team.
This presentation is aimed at mobile game...
This presentation is aimed at mobile game...
Fast Surface Recognition System in Unity
https://www.gamasutra.com/blogs/JanuszTarczykowski/20210831/387704/Fast_Surface_Recognition_System_in_Unity3d.php
#surface #recognition
https://www.gamasutra.com/blogs/JanuszTarczykowski/20210831/387704/Fast_Surface_Recognition_System_in_Unity3d.php
#surface #recognition
GAMASUTRA
Fast Surface Recognition System in Unity3d
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. One of the most common things you do in video games is…
Armored Warfare: Проект Армата. Хроматическая аберрация
https://habr.com/ru/company/mailru/blog/510330/
#shader #chromatic #aberration
https://habr.com/ru/company/mailru/blog/510330/
#shader #chromatic #aberration
Хабр
Armored Warfare: Проект Армата. Хроматическая аберрация
Armored Warfare: Проект Армата — бесплатный танковый онлайн-экшн, разрабатываемый Allods Team, игровой студией MY.GAMES. Несмотря на то, что игра сделана на Cr...
Material Property Blocks
Use it instead of renderer.material
https://www.anton.website/material-property-blocks/
#material #propertyblock
Use it instead of renderer.material
https://www.anton.website/material-property-blocks/
#material #propertyblock
Funnel
Basic info about marketing your indie game and how to approach it
https://ltpf.ramiismail.com/funnel/
#marketing #funnel
Basic info about marketing your indie game and how to approach it
https://ltpf.ramiismail.com/funnel/
#marketing #funnel
Levelling The Playing Field
Funnel
How independent developers tend to start at the wrong end of marketing, and a more structural way of thinking about marketing.
Converting chunks to a string with ToString(): A deep dive on StringBuilder - Part 3
https://andrewlock.net/a-deep-dive-on-stringbuilder-part-3-converting-chunks-to-a-string-with-tostring/
#stringbuilder #tostring
https://andrewlock.net/a-deep-dive-on-stringbuilder-part-3-converting-chunks-to-a-string-with-tostring/
#stringbuilder #tostring
Andrew Lock | .NET Escapades
Converting chunks to a string with ToString(): A deep dive on StringBuilder - Part 3
In this post I look at StringBuilder.ToString(), show how multiple chunk arrays are converted to a string, and compare it to .NET Framework's approach.
Reducing allocations by caching with StringBuilderCache: A deep dive on StringBuilder - Part 5
https://andrewlock.net/a-deep-dive-on-stringbuilder-part-5-reducing-allocations-by-caching-stringbuilders-with-stringbuildercache/
#optimization #stringbuilder
https://andrewlock.net/a-deep-dive-on-stringbuilder-part-5-reducing-allocations-by-caching-stringbuilders-with-stringbuildercache/
#optimization #stringbuilder
Andrew Lock | .NET Escapades
Reducing allocations by caching with StringBuilderCache
In this post I look at the internal StringBuilderCache type, benchmark it against a StringBuilder, and walk through the code to show how it works.
ValueStringBuilder: a stack-based string-builder: A deep dive on StringBuilder - Part 6
https://andrewlock.net/a-deep-dive-on-stringbuilder-part-6-vaulestringbuilder-a-stack-based-string-builder/
#valuestringbuilder
https://andrewlock.net/a-deep-dive-on-stringbuilder-part-6-vaulestringbuilder-a-stack-based-string-builder/
#valuestringbuilder
Andrew Lock | .NET Escapades
ValueStringBuilder: a stack-based string-builder
In this post I discuss the ValueStringBuilder type, used internally in .NET as a zero/low-allocation alternative to StringBuilder
How Does the StringBuilder Work in .NET?
https://www.stevejgordon.co.uk/how-does-the-stringbuilder-work-in-dotnet-part-1-why-do-we-need-a-stringbuilder-and-when-should-we-use-one
https://www.stevejgordon.co.uk/how-does-the-stringbuilder-work-in-dotnet-part-2-understanding-the-overhead
https://www.stevejgordon.co.uk/how-does-the-stringbuilder-work-in-net-part-3-how-appending-works-and-the-stringbuilder-expands
#stringbuilder #string #optimization
https://www.stevejgordon.co.uk/how-does-the-stringbuilder-work-in-dotnet-part-1-why-do-we-need-a-stringbuilder-and-when-should-we-use-one
https://www.stevejgordon.co.uk/how-does-the-stringbuilder-work-in-dotnet-part-2-understanding-the-overhead
https://www.stevejgordon.co.uk/how-does-the-stringbuilder-work-in-net-part-3-how-appending-works-and-the-stringbuilder-expands
#stringbuilder #string #optimization
Steve Gordon - Code with Steve
How Does the StringBuilder Work in .NET? (Part 1) - Steve Gordon - Code with Steve
In this post, I begin a series focusing on understanding the problems that the StringBuilder class solves and when it makes sense to use it.
Strings and the CLR - a Special Relationship · Performance is a Feature!
https://mattwarren.org/2016/05/31/Strings-and-the-CLR-a-Special-Relationship/#fast-string-allocations
#string #performance
https://mattwarren.org/2016/05/31/Strings-and-the-CLR-a-Special-Relationship/#fast-string-allocations
#string #performance
Performance is a Feature!
Strings and the CLR - a Special Relationship
Strings and the Common Language Runtime (CLR) have a special relationship, but it’s a bit different (and way less political) than the UK <-> US special relationship that is often talked about.
Introduction to TextMesh Pro in Unity |
Basics of text mesh pro usage
https://www.raywenderlich.com/22175776-introduction-to-textmesh-pro-in-unity
#textmeshpro
Basics of text mesh pro usage
https://www.raywenderlich.com/22175776-introduction-to-textmesh-pro-in-unity
#textmeshpro
kodeco.com
Introduction to TextMesh Pro in Unity
Learn about TextMesh Pro in Unity by creating a spooky text-based adventure game where the style of the text changes based on what happens in the story.
Design a grid style inventory window with UI Toolkit
https://gamedev-resources.com/create-a-spatial-inventory-with-ui-toolkit-part-1/
#uitoolkit #grid #inventory
https://gamedev-resources.com/create-a-spatial-inventory-with-ui-toolkit-part-1/
#uitoolkit #grid #inventory
GameDev Resources
Design a grid style inventory window with UI Toolkit - GameDev Resources
Learn how to design a grid style inventory where the player can sort items by size.
Peeking into VALORANT's Netcode | Riot Games Technology
A deep dive into some of the design decisions for FPS netcode
https://technology.riotgames.com/news/peeking-valorants-netcode
#fps #netcode
A deep dive into some of the design decisions for FPS netcode
https://technology.riotgames.com/news/peeking-valorants-netcode
#fps #netcode
Riotgames
Peeking into VALORANT's Netcode
Take a peek behind the scenes of VALORANT's netcode.
A Trip Down The LoL Graphics Pipeline | Riot Games Technology
https://technology.riotgames.com/news/trip-down-lol-graphics-pipeline
#pipeline #rendering
https://technology.riotgames.com/news/trip-down-lol-graphics-pipeline
#pipeline #rendering
Riotgames
A Trip Down The LoL Graphics Pipeline
http://riot.com/2k1Hx8G #RiotTechBlog
Water Simulation
Not a structured article, but got some ideas for better performance in wave simulation
https://habr.com/ru/post/573850/
#water #shader #wave #simulation
Not a structured article, but got some ideas for better performance in wave simulation
https://habr.com/ru/post/573850/
#water #shader #wave #simulation
Хабр
Water Simulation
Появилась возможность рассказать о том как мы создавали жидкость для TReload. Нам всего лишь нужно было залить уровни кислотой. Кислоты должно быть много, площади затопления огромные :) Один из...
Getting Started with Blob Asset
Blob asset is a way to pass a reference of your data into Unity ECS systems
https://coffeebraingames.wordpress.com/2020/11/29/getting-started-with-blob-asset/
#ecs #blob
Blob asset is a way to pass a reference of your data into Unity ECS systems
https://coffeebraingames.wordpress.com/2020/11/29/getting-started-with-blob-asset/
#ecs #blob
COFFEE BRAIN GAMES
Getting Started with Blob Asset
Blob asset is a concept used in Unity’s DOTS. Basically, it’s an asset that’s stored in unmanaged memory that can be accessed inside components. The term “asset” here …
Fixing Time.deltaTime in Unity 2020.2 for smoother gameplay: What did it take? | Unity Blog
Already kinda old, but guess a lot of devs met issues with stutter in Unity. Article tells why it could happen and how they attempted to fix it
https://blog.unity.com/technology/fixing-time-deltatime-in-unity-2020-2-for-smoother-gameplay-what-did-it-take
#stutter #delta #frametime
Already kinda old, but guess a lot of devs met issues with stutter in Unity. Article tells why it could happen and how they attempted to fix it
https://blog.unity.com/technology/fixing-time-deltatime-in-unity-2020-2-for-smoother-gameplay-what-did-it-take
#stutter #delta #frametime
Unity
Fixing Time.deltaTime in Unity 2020.2 for smoother gameplay: What did it take?
Unity 2020.2 beta introduces a fix to an issue that afflicts many development platforms: inconsistent Time.deltaTime values, which lead to jerky, stuttering movements. Read this blog post to understand what was going on and how the upcoming version of Unity…