Wood carving in VR 🤯
Here's how it's made it thread
https://twitter.com/pushmatrix/status/1511331419896913920
#carving #effect
Here's how it's made it thread
https://twitter.com/pushmatrix/status/1511331419896913920
#carving #effect
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Improved triplanar projections
How to avoid artifacts like smearing and discontinuity.
https://medium.com/@jasonbooth_86226/improved-triplanar-projections-b990a49637f9
#triplanar #texturing
How to avoid artifacts like smearing and discontinuity.
https://medium.com/@jasonbooth_86226/improved-triplanar-projections-b990a49637f9
#triplanar #texturing
Medium
Improved Triplanar projections
Triplanar Projection is a common technique to handle texturing models when UV’s are not available or appropriate. It’s also very commonly…
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Lightweight Unity Plugin transforming the Hierarchy into what it should be. Adds headers, styles, icons and more.
https://github.com/WooshiiDev/HierarchyDecorator
#editor #tool #hierarchy
https://github.com/WooshiiDev/HierarchyDecorator
#editor #tool #hierarchy
GitHub
GitHub - WooshiiDev/HierarchyDecorator: Lightweight Unity Plugin transforming the Hierarchy into what it should be. Adds headers…
Lightweight Unity Plugin transforming the Hierarchy into what it should be. Adds headers, styles, icons and more. - WooshiiDev/HierarchyDecorator
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Finding Your Home in Game Graphics Programming
A learning plan for getting into graphics based on what you find the most interesting there:
- rendering
- graphics pipeline and architecture
- shaders
- tech art
https://alextardif.com/LearningGraphics.html
#rendering #graphics #learn
A learning plan for getting into graphics based on what you find the most interesting there:
- rendering
- graphics pipeline and architecture
- shaders
- tech art
https://alextardif.com/LearningGraphics.html
#rendering #graphics #learn
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.NET Big O Algorithm Complexity Cheat Sheet
https://github.com/RehanSaeed/.NET-Big-O-Algorithm-Complexity-Cheat-Sheet/blob/main/Cheat%20Sheet.pdf
#dsa #algorithm #complexity
https://github.com/RehanSaeed/.NET-Big-O-Algorithm-Complexity-Cheat-Sheet/blob/main/Cheat%20Sheet.pdf
#dsa #algorithm #complexity
GitHub
.NET-Big-O-Algorithm-Complexity-Cheat-Sheet/Cheat Sheet.pdf at main · RehanSaeed/.NET-Big-O-Algorithm-Complexity-Cheat-Sheet
Big-O complexities of common algorithms used in .NET and Computer Science. - RehanSaeed/.NET-Big-O-Algorithm-Complexity-Cheat-Sheet
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Friday Facts #366 - The only way to go fast, is to go well!
How Factorio team increased development speed using clean code principles.
https://factorio.com/blog/post/fff-366
#cleancode #tdd #devprocess #dry
How Factorio team increased development speed using clean code principles.
https://factorio.com/blog/post/fff-366
#cleancode #tdd #devprocess #dry
Factorio
Friday Facts #366 - The only way to go fast, is to go well! | Factorio
Hello, long time no see :) We obviously have a lot to talk about when it comes to the game changes we recently did, or plan to do, but we don't want to share any of it yet. Yet, there is currently a topic very relevant to us and we can share it without…
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How 3D Game Rendering Works: Anti-Aliasing
https://www.techspot.com/article/2219-how-to-3d-rendering-anti-aliasing/
#ssaa #msaa #fxaa #taa #rendering #aliasing
https://www.techspot.com/article/2219-how-to-3d-rendering-anti-aliasing/
#ssaa #msaa #fxaa #taa #rendering #aliasing
TechSpot
How 3D Game Rendering Works: Anti-Aliasing
The 3D games we play and love are all made up of thousands, if not millions, of colored straight lines, which inevitably will look jagged in our...
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animation.gif
11 MB
unity-footprints: Real-Time Locomotion on Soft Grounds with Dynamic Footprints
The system takes a rigged mesh with kinematic animations and an IK system applied to the feet bones, and with a rigid body for balance control and collision processing. Then it builds a real-time locomotion model that combines a global controller to adjust the overall character pose based on the ground slope with tilting and balancing behaviors, and the IK system to adapt the model to non-flat terrains.
https://github.com/edualvarado/unity-footprints
#footprints #locomotion #softground
The system takes a rigged mesh with kinematic animations and an IK system applied to the feet bones, and with a rigid body for balance control and collision processing. Then it builds a real-time locomotion model that combines a global controller to adjust the overall character pose based on the ground slope with tilting and balancing behaviors, and the IK system to adapt the model to non-flat terrains.
https://github.com/edualvarado/unity-footprints
#footprints #locomotion #softground
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A better-looking dropdown window for Unity Editor that can easily replace GenericMenu in your editor tools.
https://github.com/SolidAlloy/UnityDropdown
#editortool #dropdown #serachbar
https://github.com/SolidAlloy/UnityDropdown
#editortool #dropdown #serachbar
GitHub
GitHub - SolidAlloy/UnityDropdown: A better dropdown window for Unity Editor
A better dropdown window for Unity Editor. Contribute to SolidAlloy/UnityDropdown development by creating an account on GitHub.
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Unity-Http-Debugger: Http request logging tool for Unity.
- Send http requests from Editor Window
- Save requests and responses
Log http requests
We are using a somewhat similar tool to log all requests, which comes very handy for debugging. Much easier than running Charles or another similar tool, with less functionality of course.
https://github.com/ErnSur/Unity-Http-Debugger
#httpdebugger #http #debugger
- Send http requests from Editor Window
- Save requests and responses
Log http requests
We are using a somewhat similar tool to log all requests, which comes very handy for debugging. Much easier than running Charles or another similar tool, with less functionality of course.
https://github.com/ErnSur/Unity-Http-Debugger
#httpdebugger #http #debugger
GitHub
GitHub - ErnSur/Unity-Http-Debugger: Http request logging tool for Unity.
Http request logging tool for Unity. Contribute to ErnSur/Unity-Http-Debugger development by creating an account on GitHub.
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Generating procedural terrains with decimated meshes
MeshData API is used here which allows to increase speed of mesh generation/modification significantly.
https://blog.rearth.dev/generating-procedural-terrains-with-decimated-meshes/
Repo: https://github.com/Rearth/MeshGenerationSamples
#terrain #pcg #meshdata #jobs #generation
MeshData API is used here which allows to increase speed of mesh generation/modification significantly.
https://blog.rearth.dev/generating-procedural-terrains-with-decimated-meshes/
Repo: https://github.com/Rearth/MeshGenerationSamples
#terrain #pcg #meshdata #jobs #generation
rearth labs - Units DOTS Blog & tutorials
Tutorial: Generating decimated terrain meshes at runtime
In this Unity tutorial we'll explore how to generate terrains at runtime with burst, with varying detail depending on the complexity of each part.
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Here is a very simple way to customize blank inspector.
Just make your ScriptableObject an active selection when nothing is selected. And provide a custom editor for it.
#editortool #tip
Just make your ScriptableObject an active selection when nothing is selected. And provide a custom editor for it.
#editortool #tip
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How To Write A Custom URP Shader With DOTS Instancing Support
I wanted to enhance the look of my boids BatchRendererGroup sample with more suitable meshes instead of cubes. For that I decided to use a custom shader with some simple procedural vertex animation. Without proper documentation available it took me quite a while to figure out how to add DOTS instancing support to it, since it's required for BRG. So I am sharing the solution so you don’t have to spend your time.
https://gamedev.center/how-to-write-a-custom-urp-shader-with-dots-instancing-support/
#instancing #dots #brg #shader #rendering
I wanted to enhance the look of my boids BatchRendererGroup sample with more suitable meshes instead of cubes. For that I decided to use a custom shader with some simple procedural vertex animation. Without proper documentation available it took me quite a while to figure out how to add DOTS instancing support to it, since it's required for BRG. So I am sharing the solution so you don’t have to spend your time.
https://gamedev.center/how-to-write-a-custom-urp-shader-with-dots-instancing-support/
#instancing #dots #brg #shader #rendering
gamedev.center
How To Write A Custom URP Shader With DOTS Instancing Support
Learn what is DOTS instancing, when it is needed, and how to make a shader that can be used with BatchRendererGroup API. Full source code is inside.
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An attempt on replicating 3 (Moving, Gliding, Swimming) Genshin Impact Movement Systems.
https://github.com/Wafflus/unity-genshin-impact-movement-system
#movement #charactercontroller #genshin
https://github.com/Wafflus/unity-genshin-impact-movement-system
#movement #charactercontroller #genshin
GitHub
GitHub - Wafflus/unity-genshin-impact-movement-system: A movement system made in Unity that attempts to replicate Genshin Impact…
A movement system made in Unity that attempts to replicate Genshin Impact Movement. - Wafflus/unity-genshin-impact-movement-system
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Simple selection for busy scenes in Unity
https://github.com/vertxxyz/NSelection
#editortool #selection
https://github.com/vertxxyz/NSelection
#editortool #selection
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Game Maths — Dot Product
Personally I don't implement stuff that requires deep math knowledge in a day-to-day work, but once in a while every game developer faces tasks when you wish you knew the math. And this task could be solved faster and without dirty workarounds if you knew the math behind the required functionality. This post gives one example of a dot product usage, but I liked more another old article on this topic, which I will share here next. So check out both to get better understanding.
https://medium.com/nerd-for-tech/game-maths-dot-product-d3f063192cd6
#math #dotproduct #3dmath
Personally I don't implement stuff that requires deep math knowledge in a day-to-day work, but once in a while every game developer faces tasks when you wish you knew the math. And this task could be solved faster and without dirty workarounds if you knew the math behind the required functionality. This post gives one example of a dot product usage, but I liked more another old article on this topic, which I will share here next. So check out both to get better understanding.
https://medium.com/nerd-for-tech/game-maths-dot-product-d3f063192cd6
#math #dotproduct #3dmath
Medium
Game Maths — Dot Product
Recently I’ve been revisiting some useful maths used in game development, starting with Dot Product.
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Linear algebra for game developers
Old, but gold series I talked about in my previous post. I find it the most simple article on this topic out there. It doesn't even make me wanna sleep when reading it.
The part that contains a dot product denoscription and example: http://blog.wolfire.com/2009/07/linear-algebra-for-game-developers-part-2/
Other posts in the series:
Part 1: http://blog.wolfire.com/2009/07/linear-algebra-for-game-developers-part-1/
Part 3: http://blog.wolfire.com/2010/07/Linear-algebra-for-game-developers-part-3
#math #3dmath
Old, but gold series I talked about in my previous post. I find it the most simple article on this topic out there. It doesn't even make me wanna sleep when reading it.
The part that contains a dot product denoscription and example: http://blog.wolfire.com/2009/07/linear-algebra-for-game-developers-part-2/
Other posts in the series:
Part 1: http://blog.wolfire.com/2009/07/linear-algebra-for-game-developers-part-1/
Part 3: http://blog.wolfire.com/2010/07/Linear-algebra-for-game-developers-part-3
#math #3dmath
Wolfire
Linear algebra for game developers ~ part 2 - Wolfire Games Blog
Now that I've introduced vectors in Part 1, we need to look at some of the fundamental tools for working with them. The most important tools to understand are length, normalization, distance, the dot product, and the cross product. Once you wrap your mind…
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Use the new checkbox "Project Settings - Parallel Import" to significantly increase assets import speed starting from 2021 LTS.
https://youtu.be/fxqhE-h6ucM
#editor #tip #import
https://youtu.be/fxqhE-h6ucM
#editor #tip #import
YouTube
Checking this box saved me an HOUR in Unity3D!
http://gamedevguild.com - Register - Join us LIVE @ GameDevGuild
https://blog.unity.com/games/introducing-unity-2021-lts - Read the Full Post
https://bit.ly/3sKGagG - Game Architecture Course
http://unity3d.group - Join the Group (facebook)
https://bit.ly/3INem13…
https://blog.unity.com/games/introducing-unity-2021-lts - Read the Full Post
https://bit.ly/3sKGagG - Game Architecture Course
http://unity3d.group - Join the Group (facebook)
https://bit.ly/3INem13…
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Template shader to use as a guide to create Universal Pipeline ready shaders provided by the lead of URP at Unity. This shader works with Universal Render Pipeline 7.1.x and above.
https://gist.github.com/phi-lira/225cd7c5e8545be602dca4eb5ed111ba
#urp #shader
https://gist.github.com/phi-lira/225cd7c5e8545be602dca4eb5ed111ba
#urp #shader
Gist
Template shader to use as guide to create Universal Pipeline ready shaders. This shader works with Universal Render Pipeline 7.1.x…
Template shader to use as guide to create Universal Pipeline ready shaders. This shader works with Universal Render Pipeline 7.1.x and above. - UniversalPipelineTemplateShader.shader
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Shader Tutorial: SDFs
How to create unlit 2d shapes using SDF functions
https://www.patreon.com/posts/64440772
#sdf #shader
How to create unlit 2d shapes using SDF functions
https://www.patreon.com/posts/64440772
#sdf #shader
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Customize your memory use with Unity 2021 LTS | Unity Blog
Unity has different ways to allocate native memory, two of them are:
The bucket allocator, which groups small allocations of similar sizes into shared blocks of memory. It’s generally very fast and widely used, but it has a hard coded limit to how big it can grow.
There is also a dynamic heap allocator which is slower, but handles more cases.
Ori developers needed better performance on Switch and modification of the bucket allocator size helped them reach stutter free gameplay. At that time it wasn't accessible to everyone and required source code modification. Starting from 2021 LTS it became customizable.
https://blog.unity.com/technology/customize-your-memory-use-with-unity-2021-lts
#memory #optimization
Unity has different ways to allocate native memory, two of them are:
The bucket allocator, which groups small allocations of similar sizes into shared blocks of memory. It’s generally very fast and widely used, but it has a hard coded limit to how big it can grow.
There is also a dynamic heap allocator which is slower, but handles more cases.
Ori developers needed better performance on Switch and modification of the bucket allocator size helped them reach stutter free gameplay. At that time it wasn't accessible to everyone and required source code modification. Starting from 2021 LTS it became customizable.
https://blog.unity.com/technology/customize-your-memory-use-with-unity-2021-lts
#memory #optimization
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