The need for speed — Experimenting with message serialization
An interesting performance test for json, message pack, and protobuf. Message pack wins for medium and big payloads
https://medium.com/@hugovs/the-need-for-speed-experimenting-with-message-serialization-93d7562b16e4
#serialization #performance #messagepack #protobuf
An interesting performance test for json, message pack, and protobuf. Message pack wins for medium and big payloads
https://medium.com/@hugovs/the-need-for-speed-experimenting-with-message-serialization-93d7562b16e4
#serialization #performance #messagepack #protobuf
Medium
The need for speed — Experimenting with message serialization
Speeding up requests and reducing payload size with MessagePack and Protobuf.
Performance matters
A talk about Coz and Stabilizer. Profiling and optimization under another angle
https://youtu.be/r-TLSBdHe1A
#coz #stabilizer #profiling #optimization
A talk about Coz and Stabilizer. Profiling and optimization under another angle
https://youtu.be/r-TLSBdHe1A
#coz #stabilizer #profiling #optimization
YouTube
"Performance Matters" by Emery Berger
Performance clearly matters to users. For example, the most common software update on the AppStore is "Bug fixes and performance enhancements." Now that Moore's Law has ended, programmers have to work hard to get high performance for their applications. But…
Pure gradient Textures don't need to be 1K or higher, they look just as good at 64x64 or even 32x32 resolution. Just set their Compression to None afterwards to avoid color banding.
https://twitter.com/yasirkula/status/1464671313256194048?s=20
#gradient #texture #memory #optimization
https://twitter.com/yasirkula/status/1464671313256194048?s=20
#gradient #texture #memory #optimization
Twitter
yasirkula
Pure gradient Textures don't need to be 1K or higher, they look just as good at 64x64 or even 32x32 resolution. Just set their Compression to None afterwards to avoid color banding. #unity3d #unitytips
Loopholes in Game Design
A loophole can be defined as a flaw in the system that users can exploit to gain an unfair or unintended advantage. Check the article to learn well-known loopholes
http://devmag.org.za/2012/05/07/loopholes-in-game-design/
#gamedesign #loophole
A loophole can be defined as a flaw in the system that users can exploit to gain an unfair or unintended advantage. Check the article to learn well-known loopholes
http://devmag.org.za/2012/05/07/loopholes-in-game-design/
#gamedesign #loophole
Dev.Mag
Loopholes in Game Design
Loopholes: what they are, how to find them, how to fix them, and a big list of generic loopholes in games.
Procedurally Generated Dungeons
A custom algorithm to generate dungeons in 3D with plausible stairs
https://vazgriz.com/119/procedurally-generated-dungeons/
#pcg #dungeons #generator
A custom algorithm to generate dungeons in 3D with plausible stairs
https://vazgriz.com/119/procedurally-generated-dungeons/
#pcg #dungeons #generator
Terrain optimization
A short and filled with tips video about terrain settings and standard grass. Terrain can also be replaced with less polygonal mesh created right inside the editor with a simple noscript
https://youtu.be/bT9Ney7slFg
#terrain #optimization
A short and filled with tips video about terrain settings and standard grass. Terrain can also be replaced with less polygonal mesh created right inside the editor with a simple noscript
https://youtu.be/bT9Ney7slFg
#terrain #optimization
YouTube
Оптимизация игры на Unity, часть 2. Terrain
Второе видео из моей серии уроков по оптимизации игр в Unity. В этом ролике будет рассмотрена оптимизация стандартного террейна, что позволит поднять FPS вашей игры, особенно на мобильных платформах.
Модель и текстура травы из видео: https://drive.goog…
Модель и текстура травы из видео: https://drive.goog…
Publish Asset Store UPM package on which LTS version?
TL;DR: Author suggests to use 2019 LTS as the best compromise between new features and the adoption rate
https://gametorrahod.com/asset-store-upm-package-lts/
#upm #package #assetpublishing
TL;DR: Author suggests to use 2019 LTS as the best compromise between new features and the adoption rate
https://gametorrahod.com/asset-store-upm-package-lts/
#upm #package #assetpublishing
Game Torrahod
Publish Asset Store UPM package on which LTS version?
As a package publisher, supporting lowest possible version is ideal for covering your user bases and therefore increase revenue. But in exchange, using version too low will results in many difficult problems.
10000 Update() calls
Old, but gold. Check it if you have missed that article and still using MonoBehaviours on such large scales to learn about Update() calls overhead Unity has internally
https://blog.unity.com/technology/1k-update-calls
#update #calloverhead
Old, but gold. Check it if you have missed that article and still using MonoBehaviours on such large scales to learn about Update() calls overhead Unity has internally
https://blog.unity.com/technology/1k-update-calls
#update #calloverhead
Unity
10000 Update() calls
void Update() {
transform.Translate(0, 0, Time.deltaTime);
}For an experienced developer this code is a bit odd.
It's not clear how exactly this method is called.
It's not clear in what order these methods are called if you have several objects in a…
transform.Translate(0, 0, Time.deltaTime);
}For an experienced developer this code is a bit odd.
It's not clear how exactly this method is called.
It's not clear in what order these methods are called if you have several objects in a…
Fastest way to enumerate a List<T>
Another synthetic test on list enumeration: don't use List<T>.ForEach(), use Span if possible. But most likely you would be fine with ordinary for or foreach.
https://www.meziantou.net/fastest-way-to-enumerate-a-list-t.htm
#enumeration #list
Another synthetic test on list enumeration: don't use List<T>.ForEach(), use Span if possible. But most likely you would be fine with ordinary for or foreach.
https://www.meziantou.net/fastest-way-to-enumerate-a-list-t.htm
#enumeration #list
Meziantou's blog
Fastest way to enumerate a List<T>
In this post, I describe the fatest way to enumerate a List<T> in .NET.
What can be gained from long-term rapid development - say, making 100 games in 5 years? Here, we’ll condense and sort that experience into 10 compact lessons.
Old, but still actual in the current hyper casual era with very short CTR tests prototypes and generally small development time
https://www.gamedeveloper.com/design/10-lessons-from-making-100-games-in-5-years
#hypercasual #rapiddevelopment
Old, but still actual in the current hyper casual era with very short CTR tests prototypes and generally small development time
https://www.gamedeveloper.com/design/10-lessons-from-making-100-games-in-5-years
#hypercasual #rapiddevelopment
Gamedeveloper
10 Lessons from Making 100 Games in 5 Years
What can be gained from long-term rapid development - say, making 100 games in 5 years? Here, we’ll condense and sort that experience into 10 compact lessons.
UnityScreenNavigator: Library for screen transitions, transition animations, transition history stacking, and screen lifecycle management in Unity's uGUI
You can either use it straight away or take it as a reference when developing own UI solution for Unity
https://github.com/Haruma-K/UnityScreenNavigator
#uilibrary #ui #navigator #modal
You can either use it straight away or take it as a reference when developing own UI solution for Unity
https://github.com/Haruma-K/UnityScreenNavigator
#uilibrary #ui #navigator #modal
GitHub
GitHub - Haruma-K/UnityScreenNavigator: Library for screen transitions, transition animations, transition history stacking, and…
Library for screen transitions, transition animations, transition history stacking, and screen lifecycle management in Unity's uGUI. - Haruma-K/UnityScreenNavigator
Hidden IDisposable Issues in Microsoft .NET
I have seen a lot of issues with IDisposable usage over years in different projects, sometimes even experienced developers forget or don't know how to work with it. The author says that using statement makes life easier
https://dotnettips.wordpress.com/2021/10/06/hidden-idisposable-issues-in-microsoft-net/
#disposable
I have seen a lot of issues with IDisposable usage over years in different projects, sometimes even experienced developers forget or don't know how to work with it. The author says that using statement makes life easier
https://dotnettips.wordpress.com/2021/10/06/hidden-idisposable-issues-in-microsoft-net/
#disposable
dotNetTips.com
Hidden IDisposable Issues in Microsoft .NET
Out of all the millions of lines of code I have reviewed in the past 20 years of .NET, hands down the #1 issue are developers not properly disposing of objects that implement IDisposable. In this p…
Fact or fiction? Mythbusting 3 common netcode misconceptions
https://blog.unity.com/games/netcode-facts-fiction
#netcode #book
https://blog.unity.com/games/netcode-facts-fiction
#netcode #book
Unity Blog
Fact or fiction? Mythbusting 3 common netcode misconceptions | Unity Blog
Today, we’re diving into some common netcode misconceptions and deciphering the facts from fiction, so you can network your next multiplayer game with confidence.
Unity right to left localization
Suggested plugin is not really convenient as you have to add a separate text component for it to work. Another layer of abstraction can help to avoid this hassle
https://habr.com/ru/post/590735/
#localization #rtl
Suggested plugin is not really convenient as you have to add a separate text component for it to work. Another layer of abstraction can help to avoid this hassle
https://habr.com/ru/post/590735/
#localization #rtl
Shader Variant Stripping — Get Rid of That Performance Waste
https://thegamedev.guru/unity-cpu-performance/shader-variants-stripping/
#optimization #shadervariant #stripping
https://thegamedev.guru/unity-cpu-performance/shader-variants-stripping/
#optimization #shadervariant #stripping
TheGamedev.Guru
Shader Variant Stripping — Get Rid of That Performance Waste!
Discover the true cost you're paying for the sneaky "shader variants" that Unity creates by default and how to stop paying for it.
Что такое ECS и с чем его компилят
LeoEcs usage example
https://habr.com/ru/company/mygames/blog/590953/
#leoecs #ecs
LeoEcs usage example
https://habr.com/ru/company/mygames/blog/590953/
#leoecs #ecs
Хабр
Что такое ECS и с чем его компилят
Привет! Эта статья — первая в блоге MY.GAMES, международного разработчика и издателя видеоигр. Здесь мы объединим наработки и экспертизу всех 14 наших игровых студий. Впрочем, будем рассказывать не...
Альтернативные методы использования Animation Curves в Unity
https://dtf.ru/gamedev/943158-alternativnye-metody-ispolzovaniya-animation-curves-v-unity
#animationcurve #curve
https://dtf.ru/gamedev/943158-alternativnye-metody-ispolzovaniya-animation-curves-v-unity
#animationcurve #curve
DTF
Альтернативные методы использования Animation Curves в Unity — Gamedev на DTF
Эта статья является адаптированным переводом видео с канала GameDev Guide. По Animation Curves в Unity относительно мало туториалов, поэтому я решил, что это видео стоит того, чтобы перевести его и сделать туториал в ру-сегменте.
Unity Raycast Commands: A New Era
Raycasting via jobs
https://thegamedev.guru/unity-cpu-performance/raycast-commands/
#raycast #jobs
Raycasting via jobs
https://thegamedev.guru/unity-cpu-performance/raycast-commands/
#raycast #jobs
TheGamedev.Guru
Unity Raycast Commands: A New Era
Learn how to stop your current raycasts from stealing performance and upgrade them to the new era of Unity raycast commands that finally scale
Incredibly small finite state machine for .NET languages, written in C#. Useful for UIs and games. Runs in .NET, mono, Xamarin and Unity.
https://github.com/wakingviolet/FSMsharp
#statemachine #pattern
https://github.com/wakingviolet/FSMsharp
#statemachine #pattern
GitHub
GitHub - wakingviolet/FSMsharp: Incredibly small finite state machine for .NET languages, written in C#. Useful for UIs and games.…
Incredibly small finite state machine for .NET languages, written in C#. Useful for UIs and games. Runs in .NET, mono, Xamarin and Unity. Specially useful with Unity3D and MonoGame. - wakingviolet/...
Unity - Introducing System Metrics Mali package
Not a release version, but still allows to be one step closer to native profiling inside the editor without hassle with 3rd party profilers. And generally it becomes easier to profile stuff when you can do everything inside the editor.
https://forum.unity.com/threads/introducing-system-metrics-mali-package.1126178/
#nativeprofiling #profiling #mali
Not a release version, but still allows to be one step closer to native profiling inside the editor without hassle with 3rd party profilers. And generally it becomes easier to profile stuff when you can do everything inside the editor.
https://forum.unity.com/threads/introducing-system-metrics-mali-package.1126178/
#nativeprofiling #profiling #mali
Unity Forum
Official - Introducing System Metrics Mali package
System Metrics Mali Package (SMM)
Welcome to the System Metrics Mali discussion thread. You can use this thread to ask for help, share feedback, and...
Welcome to the System Metrics Mali discussion thread. You can use this thread to ask for help, share feedback, and...