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…
Your Questions: Cloud Content Delivery and Addressables | Unity Blog
Service for content delivery by Unity partner
https://blog.unity.com/games/your-questions-cloud-content-delivery-and-addressables
#cdn #content #delivery
Service for content delivery by Unity partner
https://blog.unity.com/games/your-questions-cloud-content-delivery-and-addressables
#cdn #content #delivery
Unity Blog
Your Questions: Cloud Content Delivery and Addressables | Unity Blog
The Addressable Asset System is a vital feature for many Unity users – particularly those with lots of content to manage. We’ve noticed some questions about using Cloud Content Delivery to deliver those assets to players, so here’s a quickstart guide.
How To Create A Coiled Cable Shader In UE4
https://medium.com/xrlo-extended-reality-lowdown/how-to-create-a-coiled-cable-shader-in-ue4-8bb47777d8ab
#cable #shader #coil
https://medium.com/xrlo-extended-reality-lowdown/how-to-create-a-coiled-cable-shader-in-ue4-8bb47777d8ab
#cable #shader #coil
Medium
How To Create A Coiled Cable Shader In UE4
If you need to create a coiled cable for your UE4 project, here’s a guide on how to make it realistically ‘springy’!
Pathfinding on a hexagonal grid - A* Algorithm - The Knights of Unity
https://blog.theknightsofunity.com/pathfinding-on-a-hexagonal-grid-a-algorithm/
#astar #pathfinding
https://blog.theknightsofunity.com/pathfinding-on-a-hexagonal-grid-a-algorithm/
#astar #pathfinding
Practical Use of Render Textures - The Knights of Unity
Render textures usage examples to create a portal and water trails
https://blog.theknightsofunity.com/practical-use-of-render-textures/
#shader #trail #portal
Render textures usage examples to create a portal and water trails
https://blog.theknightsofunity.com/practical-use-of-render-textures/
#shader #trail #portal
The Knights of U
Practical Use of Render Textures - The Knights of U
Intro Unity Engine introduces an awesome tools to empower your game development process. And even before an era of SRPs (Scriptable Render Pipelines), there was a good amount of solid features like today’s topic: Render textures.In this post I’m going to…
GitHub - nothke/dx-highlighter: A Deus Ex/System Shock inspired pulsing bounds item highlighter for Unity
https://github.com/nothke/dx-highlighter
#highlight #feature
https://github.com/nothke/dx-highlighter
#highlight #feature
GitHub
GitHub - nothke/dx-highlighter: A Deus Ex/System Shock inspired pulsing bounds item highlighter for Unity
A Deus Ex/System Shock inspired pulsing bounds item highlighter for Unity - nothke/dx-highlighter
Аим-ассист в мультиплеерном шутере — как сделать правильно
https://habr.com/ru/company/lightmap/blog/576812/
#fps #aimassist
https://habr.com/ru/company/lightmap/blog/576812/
#fps #aimassist
Хабр
Аим-ассист в мультиплеерном шутере — как сделать правильно
Аим-ассист — вечная тема для споров среди игроков. Для одних это узаконенный чит, для других — инструмент комфортной игры. Этическую сторону вопроса сейчас обсуждать не будем, просто примем факт, что...
Productivity tips with Odin: A tool for making tools | Unity Blog
Polymorphism support in serialization and a bunch of different attributes
https://blog.unity.com/games/productivity-tips-with-odin-a-tool-for-making-tools
#odin #editor #tool
Polymorphism support in serialization and a bunch of different attributes
https://blog.unity.com/games/productivity-tips-with-odin-a-tool-for-making-tools
#odin #editor #tool
Unity Blog
Productivity tips with Odin: A tool for making tools | Unity Blog
Odin, a Unity Verified Solutions Partner (VSP) offers a suite of products to improve productivity for your next project. With over 100 attributes to streamline workflow, Odin Inspector lets you enjoy the benefits of a powerful, customized, and user-friendly…
The Scriptable Object Asset Registry Pattern
Can be used to pass a state via network or to save/load game state on disk
https://bronsonzgeb.com/index.php/2021/09/11/the-noscriptable-object-asset-registry-pattern/
Repo: https://github.com/bzgeb/SerializableScriptableObject
#assets #registry
Can be used to pass a state via network or to save/load game state on disk
https://bronsonzgeb.com/index.php/2021/09/11/the-noscriptable-object-asset-registry-pattern/
Repo: https://github.com/bzgeb/SerializableScriptableObject
#assets #registry
GitHub
GitHub - bzgeb/SerializableScriptableObject: Serializable Scriptable Object for Unity
Serializable Scriptable Object for Unity. Contribute to bzgeb/SerializableScriptableObject development by creating an account on GitHub.
A Custom Flower Generator Using Dynamic Meshes In Unity
This one can be used as a starting point, generally this approach could be improved
https://vintay.medium.com/a-custom-flower-generator-using-dynamic-meshes-in-unity-9f89c932b733
#mesh #pcg #procedural #generation
This one can be used as a starting point, generally this approach could be improved
https://vintay.medium.com/a-custom-flower-generator-using-dynamic-meshes-in-unity-9f89c932b733
#mesh #pcg #procedural #generation
Medium
A Custom Flower Generator Using Dynamic Meshes In Unity
Today I had some free time and had the idea to make this. It’s my first time dynamically creating a mesh in code.
GitHub - gustavopsantos/reflex: Minimal dependency injection framework for Unity
Benchmarked by the author and shows better results than Zenject and VContainer both in time and allocations
https://github.com/gustavopsantos/reflex
#reflex #di #framework #dependency #injection
Benchmarked by the author and shows better results than Zenject and VContainer both in time and allocations
https://github.com/gustavopsantos/reflex
#reflex #di #framework #dependency #injection
GitHub
GitHub - gustavopsantos/Reflex: Minimal dependency injection framework for Unity
Minimal dependency injection framework for Unity. Contribute to gustavopsantos/Reflex development by creating an account on GitHub.