BitArrayX and LinearHashMapX
Util classes to store 8 bools in one byte and a simple blittable hash map to be used inside IComponentData
https://coffeebraingames.wordpress.com/2021/12/26/bitarrayx-and-linearhashmapx/
#blittable #hashmap #bitarray
Util classes to store 8 bools in one byte and a simple blittable hash map to be used inside IComponentData
https://coffeebraingames.wordpress.com/2021/12/26/bitarrayx-and-linearhashmapx/
#blittable #hashmap #bitarray
COFFEE BRAIN GAMES
BitArrayX and LinearHashMapX
Truthfully, I’m out of topics to write about so here’s some more DOTS utilities that we’ve written that you can use. Both of these can be used inside an IComponentData struct and …
Dialog System
Hyperbolica dev tells about the dialog system based on a custom noscripting language. He even created highlighting rules for Notepad++. Could be very convenient when dialogs are written and added to the game not by a programmer. You should consider time needed to create such system and amount of time you could save by removing the need in developer to integrate text assets.
https://youtu.be/DlL_20x0QH8
#dialog #dialogsystem
Hyperbolica dev tells about the dialog system based on a custom noscripting language. He even created highlighting rules for Notepad++. Could be very convenient when dialogs are written and added to the game not by a programmer. You should consider time needed to create such system and amount of time you could save by removing the need in developer to integrate text assets.
https://youtu.be/DlL_20x0QH8
#dialog #dialogsystem
YouTube
Dialog System - Hyperbolica Devlog #7
Just a quick detour to show how Hyperbolica's dialog system works. With nearly 1000 NPCs, a custom dialog system and language was developed to simplify the process.
Hyperbolica on Steam: https://store.steampowered.com/app/1256230/Hyperbolica/
Join my discord:…
Hyperbolica on Steam: https://store.steampowered.com/app/1256230/Hyperbolica/
Join my discord:…
Unity-Style-Guide: This article contains ideas for setting up a projects structure and naming convention for noscripts and assets in Unity
Can be used as a base for your own conventions. It also has a good quote: "Arguments over style are pointless. There should be a style guide, and you should follow it."
https://github.com/justinwasilenko/Unity-Style-Guide
#codestyle #naming #preprocessor
Can be used as a base for your own conventions. It also has a good quote: "Arguments over style are pointless. There should be a style guide, and you should follow it."
https://github.com/justinwasilenko/Unity-Style-Guide
#codestyle #naming #preprocessor
GitHub
GitHub - justinwasilenko/Unity-Style-Guide: This article contains ideas for setting up a projects structure and naming convention…
This article contains ideas for setting up a projects structure and naming convention for noscripts and assets in Unity - justinwasilenko/Unity-Style-Guide
The Unity Shaders Bible.
Learn shaders in Unity, starting with the basics and finishing with advanced concepts. The book includes a detailed explanation of languages like Cg, HLSL, ShaderLab, and Shader Graph.
More than nine years of experience and techniques used in such noscripts like Star Wars GD, Nom Noms, and Super Studio Frozen 2, exposed in a single book.
https://learn.jettelly.com/course/unity-shader-bible/usb-chapter-1/preface/
#shader #book #shadersbible
Learn shaders in Unity, starting with the basics and finishing with advanced concepts. The book includes a detailed explanation of languages like Cg, HLSL, ShaderLab, and Shader Graph.
More than nine years of experience and techniques used in such noscripts like Star Wars GD, Nom Noms, and Super Studio Frozen 2, exposed in a single book.
https://learn.jettelly.com/course/unity-shader-bible/usb-chapter-1/preface/
#shader #book #shadersbible
Learn.
Preface | Jettelly Learn
One of the biggest problems that video game developers have when they start studying shaders in Unity is that there is little information for beginners on the
Работа с аудио в Unity — трассировка и облачные вычисления
https://habr.com/en/post/589007/
#audio #3daudio
https://habr.com/en/post/589007/
#audio #3daudio
Habr
Работа с аудио в Unity — трассировка и облачные вычисления
Всем привет! Меня зовут Илья, я из команды TinyPlay. В этой статье хотел бы поделиться тем, как мы работаем с аудио. Надеюсь, для вас эта статья будет полезной.Архитектура аудиоПроект состоит из 3-х...
GitHub - asc-community/HonkPerf.NET
Benchmarks show it allocates less than standard LINQ. And the author claims on habr.com that it works great in Unity. Ideally should be benchmarked there too on IL2CPP build.
https://github.com/asc-community/HonkPerf.NET
#linq #optimization #gc
Benchmarks show it allocates less than standard LINQ. And the author claims on habr.com that it works great in Unity. Ideally should be benchmarked there too on IL2CPP build.
https://github.com/asc-community/HonkPerf.NET
#linq #optimization #gc
GitHub
GitHub - asc-community/HonkPerf.NET
Contribute to asc-community/HonkPerf.NET development by creating an account on GitHub.
Сжатые атласы в Unity Runtime
Texture atlas in runtime with custom code to compress texture in supported formats that saves time and memory compared to Unity's default GenerateAtlas()
https://habr.com/en/company/mygames/blog/598639/
#atlas #runtimeatlas #compression #meshbaker #optimization
Texture atlas in runtime with custom code to compress texture in supported formats that saves time and memory compared to Unity's default GenerateAtlas()
https://habr.com/en/company/mygames/blog/598639/
#atlas #runtimeatlas #compression #meshbaker #optimization
Habr
Сжатые атласы в Unity Runtime
Привет, меня зовут Юрий Грачев, я программист из студии Whalekit — автора зомби-шутера Left to Survive и мобильного PvP-шутера Warface: Global Operations. Кстати, именно о его технологиях мы и...
You might be thinking about shader performance wrong
Another rant on how memory access is slow, but has absolutely stunning animations quality, which the author made in Unity. Not really sure if this approach is faster than doing the same in some video editor, but definitely looks awesome
https://youtu.be/7YPPFIqUN84
#gpumemory #performance
Another rant on how memory access is slow, but has absolutely stunning animations quality, which the author made in Unity. Not really sure if this approach is faster than doing the same in some video editor, but definitely looks awesome
https://youtu.be/7YPPFIqUN84
#gpumemory #performance
YouTube
How To Write Fast Shaders
Shaders performance test:
https://docs.google.com/document/d/1-Z4MgbycD0ZWRs877pf1Z6PXv5ZZR295R9rk_XUthrc/edit?usp=sharing
Data Oriented Desing:
https://gameprogrammingpatterns.com/data-locality.html
https://youtu.be/rX0ItVEVjHc
RDR 2 graphics study by…
https://docs.google.com/document/d/1-Z4MgbycD0ZWRs877pf1Z6PXv5ZZR295R9rk_XUthrc/edit?usp=sharing
Data Oriented Desing:
https://gameprogrammingpatterns.com/data-locality.html
https://youtu.be/rX0ItVEVjHc
RDR 2 graphics study by…
Create the ScriptableData data object if none is set (in the same folder as the prefab) extension for MonoBehaviour.
Use OdinInspector's [InlineEditor] attribute, to show the contents of the linked object in a Foldout.
https://twitter.com/noio_games/status/1412705091639992320
#noscriptableobject #workflow #editortool
Use OdinInspector's [InlineEditor] attribute, to show the contents of the linked object in a Foldout.
https://twitter.com/noio_games/status/1412705091639992320
#noscriptableobject #workflow #editortool
Twitter
thomas ⛰ vandenberg
Here goes a little #UnityTips 🧵 This is a workflow/system that I think some of you will have definitely built before. Storing "design-time values" for Prefabs separately from the Prefab (i.e. in a ScriptableObject) Imagine your game has this Rubber Duck as…
OpenFracture: Open source mesh slicing/fracturing utility for Unity
https://github.com/dgreenheck/OpenFracture
#meshdeformation #slice #fracture
https://github.com/dgreenheck/OpenFracture
#meshdeformation #slice #fracture
GitHub
GitHub - dgreenheck/OpenFracture: Open source mesh slicing/fracturing utility for Unity
Open source mesh slicing/fracturing utility for Unity - dgreenheck/OpenFracture
UnityIconDownloader
An editor tool to download ready-to-use icons and images without leaving the editor
https://github.com/dogramacigokhan/GDPackages/tree/iconDownloader_v2/UnityIconDownloader
#editortool #icondownloader
An editor tool to download ready-to-use icons and images without leaving the editor
https://github.com/dogramacigokhan/GDPackages/tree/iconDownloader_v2/UnityIconDownloader
#editortool #icondownloader
GitHub
GDPackages/UnityIconDownloader at iconDownloader_v2 · dogramacigokhan/GDPackages
Contribute to dogramacigokhan/GDPackages development by creating an account on GitHub.
Sugar considered harmful
Another rant on syntax sugar. As always conclusion is "think before using anything".
https://medium.com/@jasonbooth_86226/sugar-considered-harmful-535598f07853
#cleancode
Another rant on syntax sugar. As always conclusion is "think before using anything".
https://medium.com/@jasonbooth_86226/sugar-considered-harmful-535598f07853
#cleancode
Medium
Sugar considered harmful
Using Unity for the last 6 years or so, I’ve written a ton of C# and while I mostly enjoy the language, I’ve also built up a distaste for…
Intro to Jobs/Burst/DoD.
How performance of a common MonoBehaviour approach can be improved by x200 with jobs and burst. Of course it's kind of artificial example, but on the large scale performance gains look awesome. And the author is a real "heavyweight" engineer from Unity, definitely worth checking his other posts.
https://medium.com/@jasonbooth_86226/intro-to-jobs-burst-dod-66c6b81c017f
#jobs #burst #performance #dod
How performance of a common MonoBehaviour approach can be improved by x200 with jobs and burst. Of course it's kind of artificial example, but on the large scale performance gains look awesome. And the author is a real "heavyweight" engineer from Unity, definitely worth checking his other posts.
https://medium.com/@jasonbooth_86226/intro-to-jobs-burst-dod-66c6b81c017f
#jobs #burst #performance #dod
Medium
Intro to Jobs/Burst/DoD
I often talk about performance gains I get on projects and people simply don’t believe them, especially when things get 100 times faster…
Просто в теории, тяжело на деле
Determine if a point is inside a polygon. Author gives some solution, but I remember seeing Freya's tweet about using the winding number method, which I find to be better and cover more edge cases
https://habr.com/en/post/645345/
Solution: https://twitter.com/FreyaHolmer/status/1232826293902888960?s=20
#windingnumber
Determine if a point is inside a polygon. Author gives some solution, but I remember seeing Freya's tweet about using the winding number method, which I find to be better and cover more edge cases
https://habr.com/en/post/645345/
Solution: https://twitter.com/FreyaHolmer/status/1232826293902888960?s=20
#windingnumber
Habr
Просто в теории, тяжело на деле
Небольшая предысторияУчусь на втором курсе СПО, квалификация программист. Преподаватель по программированию (C#) дал на новогодние каникулы эту задачку. Решил написать статью с подробным описанием,...
Stalling a GPU
- Remember that a shader is more like a bunch of jobs than serial GPU code, even though the syntax looks like serial code
- Avoid introducing extra dependencies between those jobs, and understand the dependencies you have as they can hint to additional optimizations
- The cost of certain operations can be completely masked by this parallelism.
- The cost of all texture samples are not the same
https://medium.com/@jasonbooth_86226/stalling-a-gpu-7faac66b11b9
#shader #optimization
- Remember that a shader is more like a bunch of jobs than serial GPU code, even though the syntax looks like serial code
- Avoid introducing extra dependencies between those jobs, and understand the dependencies you have as they can hint to additional optimizations
- The cost of certain operations can be completely masked by this parallelism.
- The cost of all texture samples are not the same
https://medium.com/@jasonbooth_86226/stalling-a-gpu-7faac66b11b9
#shader #optimization
Medium
Stalling a GPU
Lets consider this piece of shader code
How to unit test a class that uses static API
Unit tests validate code in isolation, but if it uses statics you cannot mock this dependency, therefore a subject under test cannot be properly isolated and unit tested. This trick makes the code testable, as well as introduces an important principle that improves your architecture by making it cleaner and more flexible.
https://gamedev.center/how-to-unit-test-a-class-that-uses-static-api/
#testing #cleancode #architecture #testrunner
Unit tests validate code in isolation, but if it uses statics you cannot mock this dependency, therefore a subject under test cannot be properly isolated and unit tested. This trick makes the code testable, as well as introduces an important principle that improves your architecture by making it cleaner and more flexible.
https://gamedev.center/how-to-unit-test-a-class-that-uses-static-api/
#testing #cleancode #architecture #testrunner
gamedev.center
How to unit test a class that uses static API and greatly improve architecture in one simple step
This trick makes the code testable, as well as introduces an important principle that improves your architecture by making it cleaner and more flexible
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