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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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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Sins Of Code Readability

Sin 1 Favoring Cleverness over Clarity.
Sin 1a: Brevity is not clever-ity.
Sin 2: Overly Generic Function Signatures.
Sin 3: Comments Inside Functions.
Sin 3a: Soft Code is a Soft Sin.
Sin 4: Comments Instead of Self-Documentation.
Sin 5: Failing The Squint Test.

http://enemyhideout.com/2022/03/sins-of-code-readability/

#cleancode
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A non-standard book list for software developers

I would personally add "The Design of Everyday Things" by Don Norman to this list too.

https://mihaiolteanu.me/books.html

#book #theory #personaldevelopment
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Unity code optimizations

Comparison of some Unity functions. Interesting video, but all benches are done in the editor, and he mentions LINQ tests in WebGL yielding completely different results, so probably other tests might be not so correct for your platform too. Remember to always profile your code on the target platform for performance critical sections.
And regarding heavy Unity functions: for 99.9% of games performance-wise it is enough to just not use them in Update(). The amount of iterations he uses for benches clearly shows that even heavy functions being called only on init are not going to be a big problem in most cases. But as usual, don't believe me or him, profile yourself.

https://youtu.be/Xd4UhJufTx4

#performance #optimization
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Network Latency Explained And How to Fix Latency Issues

High level denoscription of client-server communication approaches. For more details you can check "Overwatch Gameplay architecture and netcode" video at GDC and "Peeking into Valorant's netcode" blog post.

https://unity.com/how-to/manage-network-latency

Refs: https://technology.riotgames.com/news/peeking-valorants-netcode
https://www.youtube.com/watch?v=zrIY0eIyqmI

#netcode
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