Everyday Unity – Telegram
Everyday Unity
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157 photos
59 videos
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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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Trajectory prediction in Unity

Predict trajectory with Physics.Simulate. Not sure about performance if there is a lot of stuff going on, but should be absolutely fine for small simulations. Anyway in case you use Physics.Simulate a lot dont forget to always profile before optimizing. Or if you are still in a preproduction phase, make a small proof of concept with expected amount (and more for greater confidence) of operations to simulate, so you can be sure that this approach is suitable for your case.

https://www.youtube.com/watch?v=4VUmhuhkELk

Repo: https://github.com/ToughNutToCrack/TrajectoryPrediction

#simulation #physics #trajectory #prediction
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Culling system and effects for Top-Down games

Simple fade out/culling system for top down game with 3 different shader-based effects to fade out objects that get in the way of the player seeing their avatar

https://www.patreon.com/posts/culling-system-60214085

#cull #vfx
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Polygon Clipping (Part 1 & 2)

Polygon clipping is an interesting problem: how do you intersect, union, or diff two polygons?
The Greiner-Hormann clipping algorithm is quite beautiful and intuitive. However the Greiner-Hormann clipping algorithm cannot deal with coincident lines. This turns out to be a huge pain – so there is part 2 that works for all polygons.

https://sean.cm/a/polygon-clipping-pt1
https://sean.cm/a/polygon-clipping-pt2

#polygonclipping #clipping
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Bottled Galaxy (Sphere Tracing)

This one uses sphere tracing and signed distance functions. You can learn more about them here from the article by Inigo Quilez: https://www.iquilezles.org/www/articles/distfunctions/distfunctions.htm

Source Code: https://github.com/Alligrater/Shader-Practice/tree/main/Assets/EPS/SceneRenders/BottleOfStars

#vfx #potion #shader #bottle
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Improve C# code performance with Span<T>

Obviously fast Span<T> is not available in Unity yet, but the post has an interesting point about how applying domain knowledge could result in better performance than just using new fancy stuff

https://blog.ndepend.com/improve-c-code-performance-with-spant/

#span #optimization #parsing
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Immediate Window – Interact with your Code while Debugging in Rider

In case you missed this feature like I did: the Immediate Window in Rider debugger. A valuable part of the debugging experience is experimentation, modifying variables and determining whether the outcomes were what we expected. The post has a simple example, would be glad to hear your ideas how it could be helpful in the comments.

https://blog.jetbrains.com/dotnet/2020/10/15/immediate-window-interact-with-your-code-while-debugging-in-rider/

#rider #debug
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