Fish-Net: Networking Evolved
Claimed to be AAA open source networking solution
https://fish-networking.gitbook.io/docs/
#netcode #networking
Claimed to be AAA open source networking solution
https://fish-networking.gitbook.io/docs/
#netcode #networking
fish-networking.gitbook.io
What Is FishNet? | Fish-Net: Networking Evolved
4 tips for refactoring your code for readability
As I work in a big team on a game-service I cannot emphasize more how these principles are extremely important:
- Consistency
- Conventions
- Intent
- Brevity
Well, even if you work alone it still applies, since most likely you will read it many times in the future. These principles will save you a bunch of time later.
https://youtu.be/7oZBfpI_hxI
#cleancode #readability #refactoring
As I work in a big team on a game-service I cannot emphasize more how these principles are extremely important:
- Consistency
- Conventions
- Intent
- Brevity
Well, even if you work alone it still applies, since most likely you will read it many times in the future. These principles will save you a bunch of time later.
https://youtu.be/7oZBfpI_hxI
#cleancode #readability #refactoring
YouTube
4 Tips for Refactoring Your Code for Readability
Sign up for the Level 2 Game Dev Newsletter: http://eepurl.com/gGb8eP
Refactoring your code on a regular basis is a good way to reduce technical debt. But refactoring is a skill that can take years to perfect. That's why I focus each refactoring session…
Refactoring your code on a regular basis is a good way to reduce technical debt. But refactoring is a skill that can take years to perfect. That's why I focus each refactoring session…
Const Strings – a very convenient way to shoot yourself in the foot
Const can be dangerous if you have your code base split into DLLs and one references consts of another
https://www.stum.de/2009/01/14/const-strings-a-very-convenient-way-to-shoot-yourself-in-the-foot
#const #readonly #dll
Const can be dangerous if you have your code base split into DLLs and one references consts of another
https://www.stum.de/2009/01/14/const-strings-a-very-convenient-way-to-shoot-yourself-in-the-foot
#const #readonly #dll
Post-Processing-Scan: A 3D scan/sonar-like post-processing effect for Unity. Essentially a visualization of a spherical signed distance field (SDF).
https://github.com/MirzaBeig/Post-Processing-Scan
#scan #vfx
https://github.com/MirzaBeig/Post-Processing-Scan
#scan #vfx
GitHub
GitHub - MirzaBeig/Post-Processing-Scan: A 3D scan/sonar-like post-processing effect for Unity. Essentially a visualization of…
A 3D scan/sonar-like post-processing effect for Unity. Essentially a visualization of a spherical signed distance field (SDF). - MirzaBeig/Post-Processing-Scan
A project containing demo scenes showing off the Inverse dynamics features available with Articulation Bodies
https://github.com/Unity-Technologies/unity-inverse-dynamics-demo
#inversedynamic #physics
https://github.com/Unity-Technologies/unity-inverse-dynamics-demo
#inversedynamic #physics
GitHub
GitHub - Unity-Technologies/unity-inverse-dynamics-demo: A small project showing off the Inverse dynamics available in Unity
A small project showing off the Inverse dynamics available in Unity - GitHub - Unity-Technologies/unity-inverse-dynamics-demo: A small project showing off the Inverse dynamics available in Unity
Automatic LOD generation + scene optimization
AutoLOD is primarily a framework for enabling automatic post-processing of geometrical model assets on import to create simplified levels-of-detail (LOD).
Repo: https://github.com/Unity-Technologies/AutoLOD
Initial release blogpost: https://blog.unity.com/technology/unity-labs-autolod-experimenting-with-automatic-performance-improvements
#lod #optimization #rendering
AutoLOD is primarily a framework for enabling automatic post-processing of geometrical model assets on import to create simplified levels-of-detail (LOD).
Repo: https://github.com/Unity-Technologies/AutoLOD
Initial release blogpost: https://blog.unity.com/technology/unity-labs-autolod-experimenting-with-automatic-performance-improvements
#lod #optimization #rendering
GitHub
GitHub - Unity-Technologies/AutoLOD: Automatic LOD generation + scene optimization
Automatic LOD generation + scene optimization. Contribute to Unity-Technologies/AutoLOD development by creating an account on GitHub.
Branching on a GPU
- Do not fear branching on a GPU, in many cases it’s completely fine
- Know what you are branching on, and what you are branching around.
- Avoid branching on high frequency data and creating divergent pixels
- Branching around textures requires special care
- Visualize the data so you can see exactly what the GPU is doing
- Order your branches from most likely to cull to least likely if possible.
https://medium.com/@jasonbooth_86226/branching-on-a-gpu-18bfc83694f2
#gpu #shader #branching
- Do not fear branching on a GPU, in many cases it’s completely fine
- Know what you are branching on, and what you are branching around.
- Avoid branching on high frequency data and creating divergent pixels
- Branching around textures requires special care
- Visualize the data so you can see exactly what the GPU is doing
- Order your branches from most likely to cull to least likely if possible.
https://medium.com/@jasonbooth_86226/branching-on-a-gpu-18bfc83694f2
#gpu #shader #branching
Medium
Branching on a GPU
If you consult the internet about writing a branch of a GPU, you might think they open the gates of hell and let demons in. They will say…
Editor Iteration Profiler (EIP)
Monitor and capture profiling data from assembly reload, assembly compilation, and enter playmode.
https://forum.unity.com/threads/introducing-the-editor-iteration-profiler.908390/
#editorprofiler #profiler #editortool
Monitor and capture profiling data from assembly reload, assembly compilation, and enter playmode.
https://forum.unity.com/threads/introducing-the-editor-iteration-profiler.908390/
#editorprofiler #profiler #editortool
A library to help make command line argument parsing easy
https://github.com/Unity-Technologies/UnityOptions
#cli #commandline
https://github.com/Unity-Technologies/UnityOptions
#cli #commandline
GitHub
GitHub - Unity-Technologies/UnityOptions
Contribute to Unity-Technologies/UnityOptions development by creating an account on GitHub.
My approach to optimization
Advice about optimization with very interesting points like "Do I really need this state or can I just compute it every frame instead (Computation is fast, memory is slow)?" about which we do not always think in the day to day work
https://medium.com/@jasonbooth_86226/my-approach-to-optimization-bfcafc1f8768
#optimization #tips
Advice about optimization with very interesting points like "Do I really need this state or can I just compute it every frame instead (Computation is fast, memory is slow)?" about which we do not always think in the day to day work
https://medium.com/@jasonbooth_86226/my-approach-to-optimization-bfcafc1f8768
#optimization #tips
Medium
My approach to optimization
I do a fair amount of work optimizing systems, and am known for writing very optimal shader systems. But I don’t consider myself a “low…
TransformAccessArrayDemo: This project demonstrates a few ways to implement moving 3d objects (casters) that project some decal on the ground below them.
Example how to use TAA API and how it is efficient to keep hierarchies flat.
https://github.com/Jura-Z/TransformAccessArrayDemo
#transformaccessarray #taa #optimization
Example how to use TAA API and how it is efficient to keep hierarchies flat.
https://github.com/Jura-Z/TransformAccessArrayDemo
#transformaccessarray #taa #optimization
GitHub
GitHub - Jura-Z/TransformAccessArrayDemo: This project demonstrates a few ways to implement moving 3d objects (casters) that project…
This project demonstrates a few ways to implement moving 3d objects (casters) that project some decal (see Decal Documentation in URP) on the ground below them. - Jura-Z/TransformAccessArrayDemo
Test Driven Indie Game Development
The author doesn't quite use TDD, but the point is still clear: automated tests increase initial development time, but save a lot more time to support code. Given that there are so many game-services now, support becomes 10 times more significant.
https://dbzer0.itch.io/hypnagonia/devlog/335569/test-driven-indie-game-development
#testing #automation #unittest
The author doesn't quite use TDD, but the point is still clear: automated tests increase initial development time, but save a lot more time to support code. Given that there are so many game-services now, support becomes 10 times more significant.
https://dbzer0.itch.io/hypnagonia/devlog/335569/test-driven-indie-game-development
#testing #automation #unittest
itch.io
Test Driven Indie Game Development
It’s been now half a year since I first started working on Hypnagonia and slightly over a year since I’ve started the card game framework . As the features and complexity of such a project expands...
👍1
Expanded Math Functionality for Unity
- 2D Intersection tests
- Curves & Splines
- Trajectory math
- Triangle math
- Polygon math
- and more
https://github.com/FreyaHolmer/Mathfs
#math #lib
- 2D Intersection tests
- Curves & Splines
- Trajectory math
- Triangle math
- Polygon math
- and more
https://github.com/FreyaHolmer/Mathfs
#math #lib
GitHub
GitHub - FreyaHolmer/Mathfs: Expanded Math Functionality for Unity
Expanded Math Functionality for Unity. Contribute to FreyaHolmer/Mathfs development by creating an account on GitHub.
👍1
Drawing with SDFs in Unity
A simple drawer example with SDF shader
https://bronsonzgeb.com/index.php/2022/01/15/drawing-with-sdfs-in-unity/
#sdf
A simple drawer example with SDF shader
https://bronsonzgeb.com/index.php/2022/01/15/drawing-with-sdfs-in-unity/
#sdf
👍1
Best optimization tips by Unity engineers at Unite
Compilation of best Unity tips gathered at Unite conference. I spent a bunch of time rewatching those talks so you don’t have to.
https://gamedev.center/best-optimization-tips-by-unity-engineers-at-unite/
#unite #tips
Compilation of best Unity tips gathered at Unite conference. I spent a bunch of time rewatching those talks so you don’t have to.
https://gamedev.center/best-optimization-tips-by-unity-engineers-at-unite/
#unite #tips
👍3
Abusing For Loops In C# For Job Security
Found at r/shittyprogramming, indeed "helps" to become an irreplaceable developer. Still a fun read tho.
https://eddieabbondanz.io/post/c-sharp/abusing-for-loops-for-job-security/
Found at r/shittyprogramming, indeed "helps" to become an irreplaceable developer. Still a fun read tho.
https://eddieabbondanz.io/post/c-sharp/abusing-for-loops-for-job-security/
👍1
Like Regular LINQ, but Faster and Without Allocations: Is It Possible?
Article got insights on how LINQ works. As a practical advice I don't find it really useful, because I am pretty sure you are not using LINQ in a hot path. And you gotta be a die-hard fan of it to carry an additional dependency just to use LINQ in critical sections
https://blog.devgenius.io/like-regular-linq-but-faster-and-without-allocations-is-it-possible-3d4724632e2a
#linq #enumerator #reflinq
Article got insights on how LINQ works. As a practical advice I don't find it really useful, because I am pretty sure you are not using LINQ in a hot path. And you gotta be a die-hard fan of it to carry an additional dependency just to use LINQ in critical sections
https://blog.devgenius.io/like-regular-linq-but-faster-and-without-allocations-is-it-possible-3d4724632e2a
#linq #enumerator #reflinq
Medium
Like Regular LINQ, but Faster and Without Allocations: Is It Possible?
Who didn’t use LINQ? But you must’ve also heard that it imposes some performance hit. Can we do better?
👍1
Tech Art Toolbox - Erosion effects
A short and straight to the point video about different erosion effects done with shader graph.
https://twitter.com/matt_ostertag/status/1488489875766661122
#shadergraph #effect #erosion #shader
A short and straight to the point video about different erosion effects done with shader graph.
https://twitter.com/matt_ostertag/status/1488489875766661122
#shadergraph #effect #erosion #shader
Twitter
Matt Ostertag
Starting a new thing around tech art, shaders and vfx called Tech Art Toolbox 🧰🛠️ Around 1 min video with concepts, quick examples and use-cases heavily inspired by @PaulEsteves28 awesome videos. Here's the first episode about Erosion ! Sound On🎵 #vfx #shader…
👍1💩1
When to make LODs
Look in the wireframe view, when it starts to get close to solid, you need to swap to a lower LOD, which significantly reduces the density of the wireframe view.
In many cases, you’re better off with a single LOD and an imposter for the distance, or in some cases no LODs and just an imposter.
https://medium.com/@jasonbooth_86226/when-to-make-lods-c3109c35b802
#rendering #lod
Look in the wireframe view, when it starts to get close to solid, you need to swap to a lower LOD, which significantly reduces the density of the wireframe view.
In many cases, you’re better off with a single LOD and an imposter for the distance, or in some cases no LODs and just an imposter.
https://medium.com/@jasonbooth_86226/when-to-make-lods-c3109c35b802
#rendering #lod
Medium
When to make LODs
Understanding model costs
👍1
Planar reflections probe component for Unity's Built-in Render Pipeline
Repo: https://github.com/eldskald/planar-reflections-unity
Video: https://youtu.be/w84-l3IEhXM
#reflection #vfx #reflectionprobe
Repo: https://github.com/eldskald/planar-reflections-unity
Video: https://youtu.be/w84-l3IEhXM
#reflection #vfx #reflectionprobe
GitHub
GitHub - eldskald/planar-reflections-unity: Planar reflections probe component for Unity
Planar reflections probe component for Unity. Contribute to eldskald/planar-reflections-unity development by creating an account on GitHub.
👍1