Everyday Unity – Telegram
Everyday Unity
1.11K subscribers
157 photos
59 videos
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2.36K links
A game developer and tech lead in a top grossing company posting Unity, programming, and gamedev related stuff that I find interesting
Website: https://gamedev.center

Most used tags are:
#performance
#shader
#interview

Author: @alexmtr
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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
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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
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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
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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
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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
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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
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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
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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
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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
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Custom Hierarchy for Unity editor

Looks like can be helpful for big hierarchies, especially during a prototype phase when you can make a lot of changes in your scenes rapidly. Everyone had this issue many times when you miss the game object when reparenting manually. But carefully consider the performance. I used to have tools that looked awesome on a sample project, but significantly loaded the editor when working with big ones. I believe the stuttering editor is a lot worse than having no plugins at all.

https://www.febucci.com/2020/10/custom-hierarchy-for-unity/

#editortool #treeview
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Behind the Pretty Frames: God of War

Research of rendering in God of War, including snow deformation and post processing. Also a good list of related videos and readings in the end if you would like to dive into it even more.

www.mamoniem.com/behind-the-pretty-frames-god-of-war/

#rendering #deformation
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