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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Shader tips and tricks
https://interplayoflight.wordpress.com/2022/01/22/shader-tips-and-tricks/
#shader #tips
https://interplayoflight.wordpress.com/2022/01/22/shader-tips-and-tricks/
#shader #tips
Interplay of Light
Shader tips and tricks
In this post I have collected some random shader tips and tricks for easy access. Most of them revolve around performance improvement, as one can imagine, with a slight bias towards GCN/RDNA and Di…
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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
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
Febucci
Custom Hierarchy for Unity
Custom Hierarchy for Unity' helps you organizinig all your gameObjects automatically, drawing icons for each Component, a 'tree view' and more.
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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
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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NativeMemoryArray — A library that takes full advantage of the .NET 6 API to handle huge data of over 2GB
Also supports .NET Standard 2.0/2.1, so can be used in Unity
https://neuecc.medium.com/nativememoryarray-a-library-that-takes-full-advantage-of-the-net-31a2fa61b01
#native #memory #array
Also supports .NET Standard 2.0/2.1, so can be used in Unity
https://neuecc.medium.com/nativememoryarray-a-library-that-takes-full-advantage-of-the-net-31a2fa61b01
#native #memory #array
Medium
NativeMemoryArray — A library that takes full advantage of the .NET
There is one major limitation in C# when dealing with arrays, especially byte[]. The upper limit of a one-dimensional array is 0x7FFFFFC7…
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Tool that lets you design your own procedural dungeons, with only 5 objects, and it's free.
Video: https://www.reddit.com/r/Unity3D/comments/spens7/ive_made_a_tool_that_lets_you_design_your_own/
Asset store: https://assetstore.unity.com/packages/slug/213225
#pcg #procedural #generation #dungeon
Video: https://www.reddit.com/r/Unity3D/comments/spens7/ive_made_a_tool_that_lets_you_design_your_own/
Asset store: https://assetstore.unity.com/packages/slug/213225
#pcg #procedural #generation #dungeon
reddit
I've made a tool that lets you design your own procedural...
Posted in r/Unity3D by u/OscarVezz • 986 points and 42 comments
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Stencil Portal in Unity — VFX Breakdown
Portal effect using stencil buffer. A render texture can be used for similar effect, but the author claims stencil variant is faster.
https://shahriyarshahrabi.medium.com/stencil-portal-in-unity-vfx-breakdown-3dd76b60ad07
Repo: https://github.com/IRCSS/Unity-Stencil-Portal
#stencil #shader #vfx #portal
Portal effect using stencil buffer. A render texture can be used for similar effect, but the author claims stencil variant is faster.
https://shahriyarshahrabi.medium.com/stencil-portal-in-unity-vfx-breakdown-3dd76b60ad07
Repo: https://github.com/IRCSS/Unity-Stencil-Portal
#stencil #shader #vfx #portal
Medium
Stencil Portal in Unity — VFX Breakdown
A short break down of the use of several VFX tricks in my latest scene. This includes setting up a stencil portal, dealing with render…
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The safest way to use DOTS in your MonoBehaviour project
https://coffeebraingames.wordpress.com/2021/11/23/the-safest-way-to-use-dots-in-your-monobehaviour-project/
#dots #burst #jobs #jobsystem
https://coffeebraingames.wordpress.com/2021/11/23/the-safest-way-to-use-dots-in-your-monobehaviour-project/
#dots #burst #jobs #jobsystem
COFFEE BRAIN GAMES
The safest way to use DOTS in your MonoBehaviour project
Before I begin with the article, I would like to let you know I’m giving away a free game by subscribing to my mailing list. With that out of the way, let’s get it on! The problem is th…
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It begins with light: The definitive guide to the High Definition Render Pipeline
https://blog.unity.com/technology/it-begins-with-light-the-definitive-guide-to-the-high-definition-render-pipeline
#hdrp #rendering
https://blog.unity.com/technology/it-begins-with-light-the-definitive-guide-to-the-high-definition-render-pipeline
#hdrp #rendering
Unity Blog
It begins with light: The definitive guide to the High Definition Render Pipeline | Unity Blog
The High Definition Render Pipeline (HDRP) has gone through many iterations since its debut in the Unity 2018 release cycle. Now that it’s become a key feature, we want to share a new expert guide for teams and technical artists to leverage its full potential.
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Tutorial How To Make An Interactive Grass Shader In Unity
This tutorial is the step-by-step guide on how to add interactivity to the grass shader. It is the extension of the geometry grass shader tutorial by Roystan.
In this blog post I tried to show an iterative approach to getting the desired effect and I hope it will help you to start learning shaders and begin from other simple effects breaking it down in the similar way.
https://gamedev.center/tutorial-how-to-make-an-interactive-grass-shader-in-unity/
Repo: https://github.com/AlexMerzlikin/Unity-GrassShader
#shader #effect #grass
This tutorial is the step-by-step guide on how to add interactivity to the grass shader. It is the extension of the geometry grass shader tutorial by Roystan.
In this blog post I tried to show an iterative approach to getting the desired effect and I hope it will help you to start learning shaders and begin from other simple effects breaking it down in the similar way.
https://gamedev.center/tutorial-how-to-make-an-interactive-grass-shader-in-unity/
Repo: https://github.com/AlexMerzlikin/Unity-GrassShader
#shader #effect #grass
gamedev.center
Tutorial How To Make An Interactive Grass Shader In Unity
A very beginner-friendly step-by-step tutorial how to make an interactive grass shader in Unity. Learn step-by-step or download the full source code immediately
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Stencil Buffers | Ronja's tutorials
Follow-up for recent posts with stencil buffer effects, basics of working with stencil buffer.
https://www.ronja-tutorials.com/post/022-stencil-buffers/
#stencil #shader
Follow-up for recent posts with stencil buffer effects, basics of working with stencil buffer.
https://www.ronja-tutorials.com/post/022-stencil-buffers/
#stencil #shader
Ronja-Tutorials
Stencil Buffers
Summary The depth buffer helps us compare depths of objects to ensure they occlude each other properly. But theres also a part of the stencil buffer reserved for “stencil operations”. This part of the depth buffer is commonly referred to as stencil buffer.…
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Triangle.Net-for-Unity
Triangulation lib wrapper for Unity. Triangle.NET generates 2D (constrained) Delaunay triangulations and high-quality meshes of point sets or planar straight line graphs. I guess you already knew about it, if you were interested in mesh generation. If not, then if you ever stumble upon triangulation in Unity, you should know there is the lib available for doing it.
https://github.com/Nox7atra/Triangle.Net-for-Unity
#triangulation #mesh
Triangulation lib wrapper for Unity. Triangle.NET generates 2D (constrained) Delaunay triangulations and high-quality meshes of point sets or planar straight line graphs. I guess you already knew about it, if you were interested in mesh generation. If not, then if you ever stumble upon triangulation in Unity, you should know there is the lib available for doing it.
https://github.com/Nox7atra/Triangle.Net-for-Unity
#triangulation #mesh
GitHub
GitHub - Nox7atra/Triangle.Net-for-Unity
Contribute to Nox7atra/Triangle.Net-for-Unity development by creating an account on GitHub.
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Unity VFX Graph - Stylized laser beam tutorial
https://youtu.be/_SaBXY-Ejqo
#vfx #shadergraph #vfxgraph #beam #laser
https://youtu.be/_SaBXY-Ejqo
#vfx #shadergraph #vfxgraph #beam #laser
YouTube
Unity VFX Graph - Stylized Laser Beam Tutorial
In this Unity tutorial we are going to create a Stylized Beam effect with a touch electricity! We will mix Visual Effect Graph and Shader Graph with a bit of Blender and Krita in between.
Hope you guys like it!
Btw, I created and Indie Game Studio: h…
Hope you guys like it!
Btw, I created and Indie Game Studio: h…
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UI with rectangles? Don't use null as a source!
Create a 1x1 square image and add it to your sprite atlas. That way all rectangles will be drawn together with the images. You can reduce several draw calls per frame!
When using a null reference in an Image field: "None (Sprite)", Unity actually puts a UnityWhite texture in there that causes the GPU to make an additional draw call.
https://twitter.com/HetiDev/status/1493317817688629252
#ui #optimization #tips
Create a 1x1 square image and add it to your sprite atlas. That way all rectangles will be drawn together with the images. You can reduce several draw calls per frame!
When using a null reference in an Image field: "None (Sprite)", Unity actually puts a UnityWhite texture in there that causes the GPU to make an additional draw call.
https://twitter.com/HetiDev/status/1493317817688629252
#ui #optimization #tips
Twitter
Heti
#unity3d UI with rectangles? Don't use null as a source! Create a 1x1 square image and add it to your sprite atlas. That way all rectangles will be drawn together with the images. You can reduce several draw calls per frame! #unitytips #gamedev #indiedev…
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