Tentacle Shader Breakdown
A tentacle shader that wraps around a target object
https://www.cyanilux.com/tutorials/tentacle-shader-breakdown/
#shadergraph #tentacle #vertexshader
A tentacle shader that wraps around a target object
https://www.cyanilux.com/tutorials/tentacle-shader-breakdown/
#shadergraph #tentacle #vertexshader
Cyanilux
Tentacle Shader Breakdown
A shader that uses vertex displacement to simulate a tentacle grabbing / wrapping around an object
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Unusual optimizations; ref foreach and ref returns
https://blog.marcgravell.com/2022/05/unusual-optimizations-ref-foreach-and.html
#optimization #foreach #ref
https://blog.marcgravell.com/2022/05/unusual-optimizations-ref-foreach-and.html
#optimization #foreach #ref
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Unity performance optimization in Mile High Taxi
An example of how rendering a big city can be optimized and more.
https://youtu.be/eFD7bBgtVyg
#performance #optimization
An example of how rendering a big city can be optimized and more.
https://youtu.be/eFD7bBgtVyg
#performance #optimization
YouTube
Unity Performance Optimization - DevLog #9 for My Game, MiLE HiGH TAXi
Here's just some of the ways I'm achieving 350fps+ with 100k GameObjects on my indie game in #unity3d. Tell me what you think of today's game development log format! Click "Show More" below for links to tools mentioned in the video.
Sorry about the audio.…
Sorry about the audio.…
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Glitch/Wireframe Effect (with source code)
https://www.patreon.com/posts/glitch-wireframe-65951657
#shader #vfx #glitchvfx
https://www.patreon.com/posts/glitch-wireframe-65951657
#shader #vfx #glitchvfx
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A Glimpse into Unity Developer Interview
A good list of interview question examples with references to answers. Definitely doesn't contain everything that can be asked and covers a pretty basic level, but still worth checking out before an interview.
https://medium.com/@unity_dev/a-glimpse-into-unity-developer-interview-4f7d4656c76c
#interview #tips
A good list of interview question examples with references to answers. Definitely doesn't contain everything that can be asked and covers a pretty basic level, but still worth checking out before an interview.
https://medium.com/@unity_dev/a-glimpse-into-unity-developer-interview-4f7d4656c76c
#interview #tips
Medium
A Glimpse into Unity Developer Interview
I often get asked from individuals “ What it is like to be working as Unity developer “ and how they may get started in the field.
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Physics simulation on GPU with compute shader in Unity3D, tutorial
https://www.reddit.com/r/Unity3D/comments/7ppldz/physics_simulation_on_gpu_with_compute_shader_in/
#gpuphysics #compute #shader
https://www.reddit.com/r/Unity3D/comments/7ppldz/physics_simulation_on_gpu_with_compute_shader_in/
#gpuphysics #compute #shader
Reddit
From the Unity3D community on Reddit: Physics simulation on GPU with compute shader in Unity3D, tutorial
Explore this post and more from the Unity3D community
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Performance benefits of sealed class in .NET
Such performance benefits don't make a difference for most applications though.
https://www.meziantou.net/performance-benefits-of-sealed-class.htm
#sealed #performance
Such performance benefits don't make a difference for most applications though.
https://www.meziantou.net/performance-benefits-of-sealed-class.htm
#sealed #performance
Meziantou's blog
Performance benefits of sealed class in .NET
In this post, I describe the performance benefits of sealed classes in .NET.
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Deferred Rendering: Making Games More Life-Like
What's the difference between forward and deferred rendering. And a very high-level denoscription how deferred rendering is implemented.
https://www.copperpodip.com/post/deferred-rendering-making-games-more-life-like
#deferred #forward #rendering #graphicspipeline
What's the difference between forward and deferred rendering. And a very high-level denoscription how deferred rendering is implemented.
https://www.copperpodip.com/post/deferred-rendering-making-games-more-life-like
#deferred #forward #rendering #graphicspipeline
Copperpod IP
Deferred Rendering: Making Games More Life-Like
For a long time, graphic engineers implemented lighting in scenes using forward rendering or forward shading. Forward rendering is a direct approach where we render an object and follow it by lighting the object according to all light sources in a scene and…
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Keyframes
Simple tweening for any data, akin to AnimationCurve & Gradient
https://github.com/neon-age/Keyframes
#editortools #timeline
Simple tweening for any data, akin to AnimationCurve & Gradient
https://github.com/neon-age/Keyframes
#editortools #timeline
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If you select multiple assets of different types in Unity, you can narrow your selection to a specific type simply by clicking on it in the inspector.
https://twitter.com/TheMirzaBeig/status/1508768431675478034
#editortips
https://twitter.com/TheMirzaBeig/status/1508768431675478034
#editortips
Twitter
Mirza Beig
If you select multiple assets of different types in Unity, you can narrow your selection to a specific type simply by clicking on it in the inspector. #unitytips #unity3d
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How to add a sprite preview to the Inspector window
https://www.sunnyvalleystudio.com/blog/unity-2d-sprite-preview-inspector-custom-editor
#custominspector #sprite #preview
https://www.sunnyvalleystudio.com/blog/unity-2d-sprite-preview-inspector-custom-editor
#custominspector #sprite #preview
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Networking of a turn-based game
Describes the following approaches:
- Update propagation method
- Delta-update propagation method
- Deterministic action propagation method
https://longwelwind.net/blog/networking-turn-based-game/
#networking #netcode #turnbased
Describes the following approaches:
- Update propagation method
- Delta-update propagation method
- Deterministic action propagation method
https://longwelwind.net/blog/networking-turn-based-game/
#networking #netcode #turnbased
longwelwind.net
Networking of a turn-based game
3 years ago, I started developing Swords & Ravens , an open-source online multi-player adaptation of a strategy board game I love, A Game of Thrones: The…
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A stylized sand shader (with materials example) made with shader graph
https://github.com/AnzyGit/Unity-sand-shader
#shadergraph #sand
https://github.com/AnzyGit/Unity-sand-shader
#shadergraph #sand
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GitHub - jacksondunstan/UnityNativeScripting: Unity Scripting in C++
A library to allow writing Unity noscripts in native code: C, C++, assembly.
Purpose
This project aims to give you a viable alternative to C#. Scripting in C++ isn't right for all parts of every project, but now it's an option.
Goals
Make noscripting in C++ as easy as C#
Low performance overhead
Easy integration with any Unity project
Fast compile, build, and code generation times
Don't lose support from Unity Technologies
https://github.com/jacksondunstan/UnityNativeScripting
#cpp #nativenoscripting #native
A library to allow writing Unity noscripts in native code: C, C++, assembly.
Purpose
This project aims to give you a viable alternative to C#. Scripting in C++ isn't right for all parts of every project, but now it's an option.
Goals
Make noscripting in C++ as easy as C#
Low performance overhead
Easy integration with any Unity project
Fast compile, build, and code generation times
Don't lose support from Unity Technologies
https://github.com/jacksondunstan/UnityNativeScripting
#cpp #nativenoscripting #native
GitHub
GitHub - jacksondunstan/UnityNativeScripting: Unity Scripting in C++
Unity Scripting in C++. Contribute to jacksondunstan/UnityNativeScripting development by creating an account on GitHub.
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A sprite glow effect for Unity game engine
The glow effect is achieved using sprite outline in HDR colors (applied via shader) and bloom post-processing.
For the bloom effect Unity Post Processing Stack (PPS) is used. You can replace it with similar 3rd-party solutions.
The effect is compatible with the Universal Render Pipeline (URP, aka LWRP). Bloom should be configured via URP's own post-processing solution; don't forget to enable HDR in the pipeline asset settings.
https://github.com/Elringus/SpriteGlow
#vfx #bloom #spriteglow #glow
The glow effect is achieved using sprite outline in HDR colors (applied via shader) and bloom post-processing.
For the bloom effect Unity Post Processing Stack (PPS) is used. You can replace it with similar 3rd-party solutions.
The effect is compatible with the Universal Render Pipeline (URP, aka LWRP). Bloom should be configured via URP's own post-processing solution; don't forget to enable HDR in the pipeline asset settings.
https://github.com/Elringus/SpriteGlow
#vfx #bloom #spriteglow #glow
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Simple post effects for Unity URP using Shader Graph
This is a Unity sample project showing how to implement simple post effects using Shader Graph and Renderer Features on the Universal Render Pipeline.
https://github.com/keijiro/SimplePostEffects
#urp #posteffect #shader
This is a Unity sample project showing how to implement simple post effects using Shader Graph and Renderer Features on the Universal Render Pipeline.
https://github.com/keijiro/SimplePostEffects
#urp #posteffect #shader
GitHub
GitHub - keijiro/SimplePostEffects: Simple post effects for Unity URP using Shader Graph
Simple post effects for Unity URP using Shader Graph - keijiro/SimplePostEffects
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Improving Game Visuals with Unity’s HDRP
Getting Started with HDRP
https://www.raywenderlich.com/22599905-improving-game-visuals-with-unity-s-hdrp
#hdrp
Getting Started with HDRP
https://www.raywenderlich.com/22599905-improving-game-visuals-with-unity-s-hdrp
#hdrp
kodeco.com
Improving Game Visuals with Unity’s HDRP
Improve your game visuals and take them up by several notches using the High Definition Render Pipeline from Unity.
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DOTS Snippets: Populating native collections in parallel
How to use ParallelWriter to fill native collections via jobs
https://coffeebraingames.wordpress.com/2022/05/29/dots-snippets-populating-native-collections-in-parallel/
#nativecollections #parallel #dots
How to use ParallelWriter to fill native collections via jobs
https://coffeebraingames.wordpress.com/2022/05/29/dots-snippets-populating-native-collections-in-parallel/
#nativecollections #parallel #dots
COFFEE BRAIN GAMES
DOTS Snippets: Populating native collections in parallel
Here we go again writing DOTS code without the aid of Entities.ForEach(). This time, let’s tackle something simple but common: populating native collections like NativeArray, NativeList, or N…
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Demystifying C#'s Parameter Modifiers and Value and Reference Types
A quick and rough simplification
Another article in the series of interview preparation. This type of question is asked almost always as far as I see. And of course it doesn't hurt to know how arguments are passed and what parameters modifiers exactly do in your day-to-day work
https://paulsebastian.codes/c-sharp-pass-by-value-vs-ref-vs-in-vs-out
#ref #valuetype #referencetype #interview
A quick and rough simplification
Another article in the series of interview preparation. This type of question is asked almost always as far as I see. And of course it doesn't hurt to know how arguments are passed and what parameters modifiers exactly do in your day-to-day work
https://paulsebastian.codes/c-sharp-pass-by-value-vs-ref-vs-in-vs-out
#ref #valuetype #referencetype #interview
Paul-Sebastian Codes
Demystifying C#'s Parameter Modifiers and Value and Reference Types
A quick and rough simplification
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Runtime Monitoring is an easy way for you to monitor the value or state of custom C# members during runtime. Just add the 'Monitor' attribute to a field, property, event, method or even class and get its value or state displayed automatically in a customizable and extendable debug UI
https://github.com/JohnBaracuda/Runtime-Monitoring
#debug #monitoring
https://github.com/JohnBaracuda/Runtime-Monitoring
#debug #monitoring
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VContainer: Pre IL Code Generation
Just in case you didn't know that VContainer has a code generation that helps to avoid reflection during runtime and makes dependencies resolution faster. Another strong point to try it in your next project or even compare the performance to your current DI container and replace it if needed.
https://vcontainer.hadashikick.jp/optimization/codegen
Repo: https://github.com/hadashiA/VContainer
#vcontainer #di #dicontainer #dependencyinjection
Just in case you didn't know that VContainer has a code generation that helps to avoid reflection during runtime and makes dependencies resolution faster. Another strong point to try it in your next project or even compare the performance to your current DI container and replace it if needed.
https://vcontainer.hadashikick.jp/optimization/codegen
Repo: https://github.com/hadashiA/VContainer
#vcontainer #di #dicontainer #dependencyinjection
vcontainer.hadashikick.jp
Pre IL Code Generation (Deprecated) | VContainer
Deprecated. Use Source Generator instead.
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