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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Utf8Json - Fast JSON Serializer for C#
One of the fastest JSON serializers according to author's tests. And Unity engineers recommend it too, in comparison to more complex solutions like Json.NET.
https://github.com/neuecc/Utf8Json
#json #serialization
One of the fastest JSON serializers according to author's tests. And Unity engineers recommend it too, in comparison to more complex solutions like Json.NET.
https://github.com/neuecc/Utf8Json
#json #serialization
GitHub
GitHub - neuecc/Utf8Json: Definitely Fastest and Zero Allocation JSON Serializer for C#(NET, .NET Core, Unity, Xamarin).
Definitely Fastest and Zero Allocation JSON Serializer for C#(NET, .NET Core, Unity, Xamarin). - neuecc/Utf8Json
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[Unity Tip] You can serialize an auto-property's backing field using the 'field' keyword
https://www.reddit.com/r/Unity3D/comments/t7us9a/unity_tip_you_can_serialize_an_autopropertys/
#tip #editor
https://www.reddit.com/r/Unity3D/comments/t7us9a/unity_tip_you_can_serialize_an_autopropertys/
#tip #editor
Reddit
From the Unity3D community on Reddit: [Unity Tip] You can serialize an auto-property's backing field using the 'field' keyword
Explore this post and more from the Unity3D community
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Gentle Introduction to Realtime Fluid Simulation for Programmers and Technical Artists
My favorite type of articles where complex stuff is being described in layman's terms step-by-step of increasing complexity. And whopping 17 references in the end will give you all information you may need for fluid simulation
https://shahriyarshahrabi.medium.com/gentle-introduction-to-fluid-simulation-for-programmers-and-technical-artists-7c0045c40bac
#fluid #simulation #shader
My favorite type of articles where complex stuff is being described in layman's terms step-by-step of increasing complexity. And whopping 17 references in the end will give you all information you may need for fluid simulation
https://shahriyarshahrabi.medium.com/gentle-introduction-to-fluid-simulation-for-programmers-and-technical-artists-7c0045c40bac
#fluid #simulation #shader
Medium
Gentle Introduction to Realtime Fluid Simulation for Programmers and Technical Artists
A simple intuitive breakdown of fluid simulation for programmers and technical artists. Instead of complicated mathematical expressions, I…
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A few words about the implementation of List<T> in C#
A quite handy recap of List to give a quick glance before a technical interview
https://dotnetos.org/blog/2022-03-07-list-implementation/
#list #datastructure #dsa #interview
A quite handy recap of List to give a quick glance before a technical interview
https://dotnetos.org/blog/2022-03-07-list-implementation/
#list #datastructure #dsa #interview
dotnetos.org
A few words about the implementation of List<T> in C# - Dotnetos - courses & conferences about .NET
We all use C# List class everyday but have we ever thought about how it really works? In this post we will look at the implementation details of the List<T> and it’s most important methods.
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Use the [Delayed] attribute in your editor code to prevent instantaneous execution of OnValidate.
It will only execute when enter is pressed or the field looses focus.
Useful if you have expensive calculations tied to the field.
https://twitter.com/BinaryImpactG/status/1506229641933213696
#editor #tip
It will only execute when enter is pressed or the field looses focus.
Useful if you have expensive calculations tied to the field.
https://twitter.com/BinaryImpactG/status/1506229641933213696
#editor #tip
Twitter
Binary Impact
#UnityTips Use the [Delayed] attribute in your editor code to prevent instantaneous execution of OnValidate. It will only execute when enter is pressed or the field looses focus. Useful if you have expensive calculations tied to the field. #indiedev #gamedev
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Don't Let Offscreen Objects Ruin Your Performance - Unity CullingGroup API
https://thegamedev.guru/unity-cpu-performance/cullinggroup-api/
#cullinggroup #culling
https://thegamedev.guru/unity-cpu-performance/cullinggroup-api/
#cullinggroup #culling
TheGamedev.Guru
Don't Let Offscreen Objects Ruin Your Performance - Unity CullingGroup API
Make your expensive noscripts cost nothing while they are offscreen
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Unity voxel system and terrain generation tutorial series.
https://youtube.com/playlist?list=PLxI8V1bns4ExV7K6DIrP8BByNSKDCRivo
#voxel #terrain #pcg #procedural #generation
https://youtube.com/playlist?list=PLxI8V1bns4ExV7K6DIrP8BByNSKDCRivo
#voxel #terrain #pcg #procedural #generation
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Procedural 2d aim animation breakdown without Spine
https://twitter.com/RustedMoss/status/1507749218554843139
#procedural #animation
https://twitter.com/RustedMoss/status/1507749218554843139
#procedural #animation
Twitter
Rusted Moss (Wishlist now!)
Fun story: Rusted Moss started off as just this. It was meant to be an experiment in getting procedural animation to work. Just an abandoned project for testing stuff. Now it's a game 😅 #screenshotsaturday #indiedev #indiegame #GameMaker
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Cleaner C# code
Recap of some ideas given by Uncle Bob in his book Clean Code. Cannot stress enough how important readable code is. We spend a lot more time reading our old or others code than writing it, so it is crucial to invest a little time into readability to save more time later.
https://medium.com/@juanal98/list/cleaner-c-code-2022-277e91f76a5a
#cleancode #tips
Recap of some ideas given by Uncle Bob in his book Clean Code. Cannot stress enough how important readable code is. We spend a lot more time reading our old or others code than writing it, so it is crucial to invest a little time into readability to save more time later.
https://medium.com/@juanal98/list/cleaner-c-code-2022-277e91f76a5a
#cleancode #tips
Juan Alberto España Garcia
6 stories about Cleaner C# Code (2022)✨ curated by Juan Alberto España Garcia - Medium
Read more on Discover all the TIPS and TRICKS to Write Clean C# Code. You will Save Hours of understanding old code and Many Headaches 😉
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Why job structs are better than Entities.ForEach()
https://coffeebraingames.wordpress.com/2022/03/27/why-job-structs-are-better-than-entities-foreach/
#jobs #entities #dots #ecs
https://coffeebraingames.wordpress.com/2022/03/27/why-job-structs-are-better-than-entities-foreach/
#jobs #entities #dots #ecs
COFFEE BRAIN GAMES
Why job structs are better than Entities.ForEach()
I started dabbling with Unity’s DOTS ever since it came out in 2018. I have used every evolution of its API from [Inject] to IJobForEach then to job structs (chunk iteration) and Entities.For…
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bounce-effect: Vertex shader that creates a bounce effect in geometry.
An effect similar to bounce in Fortnite when hitting objects
https://github.com/adcimon/bounce-effect
#bounce #vertexanim #vfx #shadergraph
An effect similar to bounce in Fortnite when hitting objects
https://github.com/adcimon/bounce-effect
#bounce #vertexanim #vfx #shadergraph
GitHub
GitHub - adcimon/bounce-effect: Vertex shader that creates a bounce effect in geometry.
Vertex shader that creates a bounce effect in geometry. - adcimon/bounce-effect
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Using performance class to optimize your user experience
Looks like a simple wrapper for Unity can be created to adjust targetFrameRate or other performance critical stuff in your game based on performance class.
https://android-developers.googleblog.com/2022/03/using-performance-class-to-optimize.html
#performance #native
Looks like a simple wrapper for Unity can be created to adjust targetFrameRate or other performance critical stuff in your game based on performance class.
https://android-developers.googleblog.com/2022/03/using-performance-class-to-optimize.html
#performance #native
Android Developers Blog
Using performance class to optimize your user experience
Posted by Don Turner , Developer Relations Engineer, and Francois Goldfain, Director of Android Media Framework Today w...
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TikTok lessons from Among Us' success
Another post on using this platform to boost your game visibility. More and more examples are shared publicly. You can also check "Exo One" or the newzoo report about better engagement there.
https://www.gamesindustry.biz/articles/2022-03-28-tiktok-lessons-from-among-us-success-gdc-2022
#marketing #visibility
Another post on using this platform to boost your game visibility. More and more examples are shared publicly. You can also check "Exo One" or the newzoo report about better engagement there.
https://www.gamesindustry.biz/articles/2022-03-28-tiktok-lessons-from-among-us-success-gdc-2022
#marketing #visibility
GamesIndustry.biz
TikTok lessons from Among Us' success | GDC 2022
Innersloth's Victoria Tran shared tips about how to run a games TikTok account
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burst-simd-exercises: SIMD exercises for Burst and Unity
Examples how to use SIMD instructions in Unity
https://github.com/sschoener/burst-simd-exercises
#burst #simd #dots
Examples how to use SIMD instructions in Unity
https://github.com/sschoener/burst-simd-exercises
#burst #simd #dots
GitHub
GitHub - sschoener/burst-simd-exercises: SIMD exercises for Burst and Unity
SIMD exercises for Burst and Unity. Contribute to sschoener/burst-simd-exercises development by creating an account on GitHub.
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Unity Performance Optimization Ⅶ: Physics
https://medium.com/@uwa4d/unity-performance-optimization-%E2%85%B6-physics-7849c7604673
#physics #optimization
https://medium.com/@uwa4d/unity-performance-optimization-%E2%85%B6-physics-7849c7604673
#physics #optimization
Medium
Unity Performance Optimization Ⅶ: Physics
The physics module time cost in Unity’s own physics engine mainly comes from FixedUpdate.PhysicsFixedUpdate and ray detection and collision…
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UnityDataTools: Experimental tools and libraries for reading and analyzing Unity data files.
analyze: It is an improved version of the AssetBundle Analyzer.
find-refs: this command finds reference chains leading to specific objects. It requires a database that was created by the 'analyze' command.
dump: this command dumps the content of a SerializedFile into a file of the selected format. It currently only supports the 'text' format
https://github.com/Unity-Technologies/UnityDataTools
#assets #analyzer
analyze: It is an improved version of the AssetBundle Analyzer.
find-refs: this command finds reference chains leading to specific objects. It requires a database that was created by the 'analyze' command.
dump: this command dumps the content of a SerializedFile into a file of the selected format. It currently only supports the 'text' format
https://github.com/Unity-Technologies/UnityDataTools
#assets #analyzer
GitHub
GitHub - Unity-Technologies/UnityDataTools: Experimental tools and libraries for reading and analyzing Unity data files.
Experimental tools and libraries for reading and analyzing Unity data files. - Unity-Technologies/UnityDataTools
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