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...
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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.
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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
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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
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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/
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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?
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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…
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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
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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.
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Procedural Generation with Cellular Automata
A CPU-based approach to procedurally generate cave-like structures. Looks like it can be rewritten with compute shader as an improvement, but don't forget to profile tho if you end up using this or similar algorithm, CPU-based can be absolutely fine performance-wise in your case. And hell of a lot easier to debug.
https://bronsonzgeb.com/index.php/2022/01/30/procedural-generation-with-cellular-automata/
#pcg #generation #cellularautomata
A CPU-based approach to procedurally generate cave-like structures. Looks like it can be rewritten with compute shader as an improvement, but don't forget to profile tho if you end up using this or similar algorithm, CPU-based can be absolutely fine performance-wise in your case. And hell of a lot easier to debug.
https://bronsonzgeb.com/index.php/2022/01/30/procedural-generation-with-cellular-automata/
#pcg #generation #cellularautomata
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Protobuf In C# .NET – Performance Comparisons
Series about protobuf. My latest blog post with talks from Unite contains the advice about using binary data serialization if native Unity formats are not suitable for your project. So in such cases you can consider protobuf.
https://dotnetcoretutorials.com/2022/01/18/protobuf-in-c-net-part-4-performance-comparisons/
#serialization #protobuf
Series about protobuf. My latest blog post with talks from Unite contains the advice about using binary data serialization if native Unity formats are not suitable for your project. So in such cases you can consider protobuf.
https://dotnetcoretutorials.com/2022/01/18/protobuf-in-c-net-part-4-performance-comparisons/
#serialization #protobuf
.NET Core Tutorials
Protobuf In C# .NET – Part 4 – Performance Comparisons – .NET Core Tutorials
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DynamicResolutionSample: A simple, game usable noscript to drive Unity's dynamic resolution implementation.
Dynamic resolution is a technique for scaling render targets to reduce the number of pixels being processed to adapt to GPU performance concerns. It works by allocating the target resources at full resolution and then aliasing scaled versions over the same memory, which is very lightweight on the platforms/graphics APIs where it's supported. The final present target is unscaled so an upscale blit will always have to happen somewhere in the pipeline before that point.
https://github.com/Unity-Technologies/DynamicResolutionSample
#dynamicresolution #gpu #optimization
Dynamic resolution is a technique for scaling render targets to reduce the number of pixels being processed to adapt to GPU performance concerns. It works by allocating the target resources at full resolution and then aliasing scaled versions over the same memory, which is very lightweight on the platforms/graphics APIs where it's supported. The final present target is unscaled so an upscale blit will always have to happen somewhere in the pipeline before that point.
https://github.com/Unity-Technologies/DynamicResolutionSample
#dynamicresolution #gpu #optimization
GitHub
GitHub - Unity-Technologies/DynamicResolutionSample: A drop-in dynamic resolution noscript
A drop-in dynamic resolution noscript. Contribute to Unity-Technologies/DynamicResolutionSample development by creating an account on GitHub.
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18 months of game programming interviews postmortem
One of the best posts in r/gamedev. Three-year old, but became even more relevant due to the global remote work trend, so more and more people got the chance to work in AAA companies.
https://www.reddit.com/r/gamedev/comments/9n847g/18_months_of_game_programming_interviews/
#interview #career
One of the best posts in r/gamedev. Three-year old, but became even more relevant due to the global remote work trend, so more and more people got the chance to work in AAA companies.
https://www.reddit.com/r/gamedev/comments/9n847g/18_months_of_game_programming_interviews/
#interview #career
Reddit
From the gamedev community on Reddit
Explore this post and more from the gamedev community
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