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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
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
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
NDepend Blog
Improve C# code performance with Span<T> - NDepend Blog
Span in C# is at the heart of memory management. It optimizes performance by representing contiguous regions of arbitrary memory.
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GitHub - maxartz15/VertexAnimation: Vertex animation baking tool, shaders and animation system for Unity DOTS/ECS.
https://github.com/maxartz15/VertexAnimation
#gpuanimation #animation #gpu
https://github.com/maxartz15/VertexAnimation
#gpuanimation #animation #gpu
GitHub
GitHub - maxartz15/VertexAnimation: Vertex animation baking tool, shaders and animation system for Unity DOTS/ECS.
Vertex animation baking tool, shaders and animation system for Unity DOTS/ECS. - maxartz15/VertexAnimation
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Experience the new Unity Terrain Demo scenes for HDRP and URP
https://blog.unity.com/games/experience-the-new-unity-terrain-demo-scenes-for-hdrp-and-urp
URP package: https://assetstore.unity.com/packages/3d/environments/unity-terrain-urp-demo-scene-213197
HDRP package: https://assetstore.unity.com/packages/3d/environments/unity-terrain-hdrp-demo-scene-21
#terrain #editortools #vegetation
https://blog.unity.com/games/experience-the-new-unity-terrain-demo-scenes-for-hdrp-and-urp
URP package: https://assetstore.unity.com/packages/3d/environments/unity-terrain-urp-demo-scene-213197
HDRP package: https://assetstore.unity.com/packages/3d/environments/unity-terrain-hdrp-demo-scene-21
#terrain #editortools #vegetation
Unity
Experience the new Unity Terrain Demo scenes for HDRP and URP
Hear from technical artists behind the scenes and get best practices for authoring organic game environments.
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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
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
The JetBrains Blog
Immediate Window - Interact with your Code while Debugging in Rider | The .NET Tools Blog
A valuable part of the debugging experience is experimentation, modifying variables and determining whether the outcomes were what we expected. With the latest release of Rider 2020.3 EAP, we're happy
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Ruben Gonzalez | Dependency Injection on Unity
Make sure to read the second part. Far from ideal DI implementation, but worth to read if you'd like to understand how DI containers might work under the hood.
https://moderncsharpinunity.github.io/post/dependency-injection-on-unity/
https://moderncsharpinunity.github.io/post/dependency-injection-on-unity-part2/
#di #architecture
Make sure to read the second part. Far from ideal DI implementation, but worth to read if you'd like to understand how DI containers might work under the hood.
https://moderncsharpinunity.github.io/post/dependency-injection-on-unity/
https://moderncsharpinunity.github.io/post/dependency-injection-on-unity-part2/
#di #architecture
Modern C# in Unity3D
Dependency Injection on Unity
Many has been written about dependency injection, even Unity folks wrote about it long time ago, and there are some good frameworks like Zenject, so what is so cool about dependency injection?
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Triggering Ragdoll Physics
Add ragdoll to characters when needed to achieve the effect similar to CS:GO chars when killed.
https://youtu.be/KuMe6Iz8pFI
#ragdoll #mixamo
Add ragdoll to characters when needed to achieve the effect similar to CS:GO chars when killed.
https://youtu.be/KuMe6Iz8pFI
#ragdoll #mixamo
YouTube
Triggering Ragdoll Physics (Unity Tutorial)
In this video we're going to look at how we can implement Ragdoll physics in Unity.
First of all, we’ll look at how to configure a ragdoll for a character and then we’ll look at how to activate the ragdoll when the character's killed.
We’ll also look at…
First of all, we’ll look at how to configure a ragdoll for a character and then we’ll look at how to activate the ragdoll when the character's killed.
We’ll also look at…
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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
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
ENEMY HIDEOUT
Sins Of Code Readability
In the course of my career, some people have occasionally asked me for advice on software development. It is frequently hard for me to explain my approach. Part of this is because any programmer’s …
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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
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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INTRODUCTION TO DECAL RENDERING
Looking at two ways to render decals.
https://samdriver.xyz/article/decal-render-intro
#decals
Looking at two ways to render decals.
https://samdriver.xyz/article/decal-render-intro
#decals
samdriver.xyz
Introduction to Decal Rendering
An introduction to view-space and projected mesh decal rendering.
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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
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
YouTube
Unity Code Optimization - Do you know them all?
Find what common Unity optomizations truly make a difference. In this video I go over a bunch of interesting optimization tips as well and give you my recommendations on each.
Keep your code running fast with as little garbage allocation as possible by…
Keep your code running fast with as little garbage allocation as possible by…
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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
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
Unity
Manage & fix latency issues in multiplayer games | Unity
Understand the basics of network latency in multiplayer games and learn strategies to deal with it.
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Unity-SRP-VXGI: Voxel-based Global Illumination using Unity Scriptable Render Pipeline
https://github.com/Looooong/Unity-SRP-VXGI
#srp #voxel #lighting
https://github.com/Looooong/Unity-SRP-VXGI
#srp #voxel #lighting
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Animation Texture Baker for Unity
- Bake vertex of Animation(legacy) to Texture2D
-Bake data of Positions and Normals
https://github.com/sugi-cho/Animation-Texture-Baker
#animation #gpuanim #animationbaker #vertexanimation
- Bake vertex of Animation(legacy) to Texture2D
-Bake data of Positions and Normals
https://github.com/sugi-cho/Animation-Texture-Baker
#animation #gpuanim #animationbaker #vertexanimation
GitHub
GitHub - sugi-cho/Animation-Texture-Baker: 頂点の位置と法線を、Texture2Dに保存しておく。ARGBFloatとか、HDR Textureを使用したバージョン
頂点の位置と法線を、Texture2Dに保存しておく。ARGBFloatとか、HDR Textureを使用したバージョン - sugi-cho/Animation-Texture-Baker
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Unity physics reminder: Since 2015 moving static colliders does NOT cause performance penalties. No need to add a rigidbody. However, collisions and friction involving these colliders won't be simulated correctly.
https://twitter.com/VehiclePhysics/status/1501203158130995207
Ref: https://forum.unity.com/threads/collision-detection-for-kinematic-rigidbodies.885778/#post-6466924
#physics #collision #static
https://twitter.com/VehiclePhysics/status/1501203158130995207
Ref: https://forum.unity.com/threads/collision-detection-for-kinematic-rigidbodies.885778/#post-6466924
#physics #collision #static
Twitter
Vehicle Physics
Unity physics reminder: Since 2015 moving static colliders does NOT cause performance penalties. No need to add a rigidbody. However, collisions and friction involving these colliders won't be simulated correctly. forum.unity.com/threads/collis… #unitytips…
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Skybox tutorial part 1
Custom skybox shader
https://kelvinvanhoorn.com/2022/03/17/skybox-tutorial-part-1/
#shader #skybox
Custom skybox shader
https://kelvinvanhoorn.com/2022/03/17/skybox-tutorial-part-1/
#shader #skybox
Kelvin van Hoorn
Unity skybox tutorial
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Breaking down the echolocation shader
https://twitter.com/requestmoe/status/1501253916440379392
The game source code: https://github.com/iamrequest/curse-of-the-pinyaata
#shadergraph #scan #echolocation #vfx
https://twitter.com/requestmoe/status/1501253916440379392
The game source code: https://github.com/iamrequest/curse-of-the-pinyaata
#shadergraph #scan #echolocation #vfx
Twitter
Request
I'm making a thread 🧵 breaking down the echolocation shader I made for Curse of the Pinyaata, a PC VR game I made for a recent game jam! (A screenshot of the graph and the source code can both be found at the end of the thread!) #UnityTips #VirtualReality
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RayMarching Shader Tutorial series (GLSL)
https://timcoster.com/2020/02/11/raymarching-shader-pt1-glsl/
https://timcoster.com/2020/02/12/raymarching-shader-pt2-boolean-operators/
https://timcoster.com/2020/02/13/raymarching-shader-pt3-smooth-blending-operators/
https://timcoster.com/2020/02/17/raymarching-shader-pt4-primitives/
https://timcoster.com/2020/03/05/raymarching-shader-pt5-colors/
#raymarching #shader
https://timcoster.com/2020/02/11/raymarching-shader-pt1-glsl/
https://timcoster.com/2020/02/12/raymarching-shader-pt2-boolean-operators/
https://timcoster.com/2020/02/13/raymarching-shader-pt3-smooth-blending-operators/
https://timcoster.com/2020/02/17/raymarching-shader-pt4-primitives/
https://timcoster.com/2020/03/05/raymarching-shader-pt5-colors/
#raymarching #shader
Coster-Graphics
RayMarching Shader Pt.1 (GLSL)
On this page, the coding steps to produce a basic Ray Marching fragment shader, that creates a ray marched scene of a sphere and a plane, with basic diffuse directional lighting and shadows.If you …
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Zelda Breath of the Wild Remote Bomb in Shader Graph and VFX Graph
https://danielilett.com/2022-03-05-tut5-23-botw-bomb/
#shadergraph #vfx #explosion #vfxgraph
https://danielilett.com/2022-03-05-tut5-23-botw-bomb/
#shadergraph #vfx #explosion #vfxgraph
Daniel Ilett: Games | Shaders | Tutorials
Zelda Breath of the Wild Remote Bomb in Shader Graph and VFX Graph
Explosive Stuff
👍2
Procedural generation of 2D maps in Unity
An extensive guide on 2D map generation with theory and step-by-step code implementation.
https://pavcreations.com/procedural-generation-of-2d-maps-in-unity/
#pcg #procedural #generation #2d
An extensive guide on 2D map generation with theory and step-by-step code implementation.
https://pavcreations.com/procedural-generation-of-2d-maps-in-unity/
#pcg #procedural #generation #2d
Pav Creations
Procedural generation of 2D maps in Unity - Pav Creations
In this article we'll look into the implementation of a procedural generator of 2D maps in Unity using Multi-layered Cellular Automata.
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