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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How bad are small triangles on GPU and why?
Small triangles are bad for performance. Kinda old post, but still holds true. Keep in mind the vertex density when creating LODs for your meshes, most likely you don't need a lot of different LODs wasting memory and reducing performance. And of course don't forget about imposters for distant objects.
https://www.g-truc.net/post-0662.html
#gpu #rendering #performance
Small triangles are bad for performance. Kinda old post, but still holds true. Keep in mind the vertex density when creating LODs for your meshes, most likely you don't need a lot of different LODs wasting memory and reducing performance. And of course don't forget about imposters for distant objects.
https://www.g-truc.net/post-0662.html
#gpu #rendering #performance
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An open source mesh slicer framework for Unity3D Game Engine. Written in C#.
Slice any convex Mesh using a Plane
https://github.com/DavidArayan/ezy-slice
#meshcutter #slicer
Slice any convex Mesh using a Plane
https://github.com/DavidArayan/ezy-slice
#meshcutter #slicer
GitHub
GitHub - DavidArayan/ezy-slice: An open source mesh slicer framework for Unity3D Game Engine. Written in C#.
An open source mesh slicer framework for Unity3D Game Engine. Written in C#. - DavidArayan/ezy-slice
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Impossible Geometry with Stencils in Unity URP
I have recently discovered a game called Moncage, that heavily uses this technique. For me it looked really interesting and innovative, but maybe I just play too little puzzles. Good breakdown of the effect anyway.
https://danielilett.com/2022-01-05-tut5-22-impossible-geom-stencils/
#stencil #rendering
I have recently discovered a game called Moncage, that heavily uses this technique. For me it looked really interesting and innovative, but maybe I just play too little puzzles. Good breakdown of the effect anyway.
https://danielilett.com/2022-01-05-tut5-22-impossible-geom-stencils/
#stencil #rendering
Daniel Ilett: Games | Shaders | Tutorials
Impossible Geometry with Stencils in Unity URP
Impossibly Good
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Unity package to track a hand in realtime. 60 FPS hand detection. 3D Bones world detection
Requires an iPhone with Lidar support. Looks pretty awesome, not so long ago there was stuff like Leap Motion to detect hands and it had even lower accuracy, now it is available to a lot bigger audience.
https://github.com/ogoguel/realtimehand
#xr #ar #tracking
Requires an iPhone with Lidar support. Looks pretty awesome, not so long ago there was stuff like Leap Motion to detect hands and it had even lower accuracy, now it is available to a lot bigger audience.
https://github.com/ogoguel/realtimehand
#xr #ar #tracking
GitHub
GitHub - ogoguel/realtimehand: Realtime Hand Tracking Unity Package
Realtime Hand Tracking Unity Package. Contribute to ogoguel/realtimehand development by creating an account on GitHub.
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Profiler Extensibility.
Gives the ability to extend the Unity Profiler with custom data and visualisation in order to better measure the performance characteristics of your app. Profiler counters allow you to track the key metrics of an app and make them visible in the Unity Profiler or in other code. This is useful if you want to track performance changes in your application, and it speeds up the investigation of performance issues.
Looks like it could make automatic performance analysis easier with custom tools.
https://forum.unity.com/threads/profiler-extensibility.1119613/#post-7768908
#editortool #profiler
Gives the ability to extend the Unity Profiler with custom data and visualisation in order to better measure the performance characteristics of your app. Profiler counters allow you to track the key metrics of an app and make them visible in the Unity Profiler or in other code. This is useful if you want to track performance changes in your application, and it speeds up the investigation of performance issues.
Looks like it could make automatic performance analysis easier with custom tools.
https://forum.unity.com/threads/profiler-extensibility.1119613/#post-7768908
#editortool #profiler
Unity Forum
Official - Profiler Extensibility
Welcome to the Profiler Extensibility discussion thread. You can use this thread to ask for help, share feedback, and have discussions about the...
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Breakdown of the impact frame effect
A high-level breakdown of the effect. Can be used as a starting point if you want to implement it in your game. Or if you learn shaders, it is a good task to figure out yourself given all the keywords to search step-by-step.
https://twitter.com/Raph_iuk/status/1490762063722995718
#vfx #shader #impactvfx
A high-level breakdown of the effect. Can be used as a starting point if you want to implement it in your game. Or if you learn shaders, it is a good task to figure out yourself given all the keywords to search step-by-step.
https://twitter.com/Raph_iuk/status/1490762063722995718
#vfx #shader #impactvfx
Twitter
Raph ☄️🌊
🧵 Here is a small breakdown of the impact frame effect I used in my previous tweet (The effect is inspired by @__grit 's hand drawn impact effect). It's post process based. #VFX #RealtimeVFX #shader #madewithunity #gamedev
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