JTRP : Unity HDRP ToonShading Render Pipeline (Preview)
An example of Scriptable Render Pipeline usage
https://github.com/JasonMa0012/JasonMaToonRenderPipeline
#srp #hdrp #toonrenderpipeline #toon
An example of Scriptable Render Pipeline usage
https://github.com/JasonMa0012/JasonMaToonRenderPipeline
#srp #hdrp #toonrenderpipeline #toon
GitHub
GitHub - JasonMa0012/JasonMaToonRenderPipeline: JTRP : Unity HDRP ToonShading Render Pipeline (Preview)
JTRP : Unity HDRP ToonShading Render Pipeline (Preview) - GitHub - JasonMa0012/JasonMaToonRenderPipeline: JTRP : Unity HDRP ToonShading Render Pipeline (Preview)
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Exponentially Better Rotations – Max Slater – Computer Graphics, Programming, and Math
https://thenumbat.github.io/Exponential-Rotations/
#rotation #math #quaternion
https://thenumbat.github.io/Exponential-Rotations/
#rotation #math #quaternion
thenumb.at
Exponentially Better Rotations
If you’ve done any 3D programming, you’ve likely encountered the zoo of techniques and representations used when working with 3D rotations. Some of them are better than others, depending on the situation.
Based on CMU 15-462 course materials by Keenan Crane.…
Based on CMU 15-462 course materials by Keenan Crane.…
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Wave function collapse
One of the simplest examples of how WFC works
https://youtu.be/2SuvO4Gi7uY
#wfc #wavefunctioncollapse #pcg #generation
One of the simplest examples of how WFC works
https://youtu.be/2SuvO4Gi7uY
#wfc #wavefunctioncollapse #pcg #generation
YouTube
Superpositions, Sudoku, the Wave Function Collapse algorithm.
In this video I explore the wave function collapse algorithm, and explain how I went about implementing it using Blender and Godot.
WFC demos on itch:
https://bolddunkley.itch.io/wfc-mixed
https://bolddunkley.itch.io/wave-function-collapse
References:
…
WFC demos on itch:
https://bolddunkley.itch.io/wfc-mixed
https://bolddunkley.itch.io/wave-function-collapse
References:
…
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Post-Processing: Unity post processing pipeline and shaders
https://github.com/GarrettGunnell/Post-Processing
#shader #postprocessing
https://github.com/GarrettGunnell/Post-Processing
#shader #postprocessing
GitHub
GitHub - GarrettGunnell/Post-Processing: My Unity post processing pipeline and shaders
My Unity post processing pipeline and shaders. Contribute to GarrettGunnell/Post-Processing development by creating an account on GitHub.
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2d Visibility
In a 2D top-down map it is sometimes useful to calculate which areas are visible from a given point. For example you might want to hide what’s not visible from the player’s location, or you might want to know what areas would be lit by a torch.
https://www.redblobgames.com/articles/visibility/
#2dvisibility #vision #2dlighting
In a 2D top-down map it is sometimes useful to calculate which areas are visible from a given point. For example you might want to hide what’s not visible from the player’s location, or you might want to know what areas would be lit by a torch.
https://www.redblobgames.com/articles/visibility/
#2dvisibility #vision #2dlighting
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Command design pattern for flexible controls schemes
A command pattern + new input system
https://pavcreations.com/command-design-pattern-for-flexible-controls-schemes/
#inputsystem #command #pattern
A command pattern + new input system
https://pavcreations.com/command-design-pattern-for-flexible-controls-schemes/
#inputsystem #command #pattern
Pav Creations
Command design pattern for flexible controls schemes - Pav Creations
In this article we'll look into the implementation of the Command design pattern in a configurable game with the support of new Input System.
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NativeGrid: Container class that helps work with NativeArray<T> as a 2D data. Adds few utilities and QOL improvements.
https://github.com/andrew-raphael-lukasik/NativeGrid
#nativegrid #dots
https://github.com/andrew-raphael-lukasik/NativeGrid
#nativegrid #dots
GitHub
GitHub - andrew-raphael-lukasik/NativeGrid: Container class that helps work with NativeArray<T> as a 2D data. Adds few utilities…
Container class that helps work with NativeArray<T> as a 2D data. Adds few utilities and QOL improvements. - GitHub - andrew-raphael-lukasik/NativeGrid: Container class that helps wor...
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FrameRateBooster: Optimizer for Unity's Mono assemblies
Replaces Unity properties' unoptimized calls
https://github.com/ehakram/FrameRateBooster
Details: https://forum.unity.com/threads/vector3-and-other-structs-optimization-of-operators.477338/
#optimization #framerate #booster
Replaces Unity properties' unoptimized calls
https://github.com/ehakram/FrameRateBooster
Details: https://forum.unity.com/threads/vector3-and-other-structs-optimization-of-operators.477338/
#optimization #framerate #booster
GitHub
GitHub - ehakram/FrameRateBooster: Optimizer for Unity's Mono assemblies
Optimizer for Unity's Mono assemblies. Contribute to ehakram/FrameRateBooster development by creating an account on GitHub.
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Scripts to fix the Polygon Collider 2D problems
The Box2D Physics Engine doesn't support concave shapes. Instead, It generates multiple convex shape. In this way our objects may get stuck between these convex shapes.
https://www.reddit.com/r/Unity2D/comments/vlvr1t/i_wrote_some_noscripts_to_fix_the_polygon_collider/
Asset store (free): https://assetstore.unity.com/packages/tools/physics/polygon-collider-2d-solver-224620
#physics #physics2d #meshcollider
The Box2D Physics Engine doesn't support concave shapes. Instead, It generates multiple convex shape. In this way our objects may get stuck between these convex shapes.
https://www.reddit.com/r/Unity2D/comments/vlvr1t/i_wrote_some_noscripts_to_fix_the_polygon_collider/
Asset store (free): https://assetstore.unity.com/packages/tools/physics/polygon-collider-2d-solver-224620
#physics #physics2d #meshcollider
reddit
I wrote some noscripts to fix the Polygon Collider 2D problems!
Posted in r/Unity2D by u/Script_Boy • 245 points and 12 comments
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How We Used dotMemory to Optimize dotMemory
Not exactly Unity related case, but I love posts like this one where an author shows an engineering approach to problem solving. A good example of how to profile and validate that changes improve performance
https://blog.jetbrains.com/dotnet/2022/05/23/how-we-used-dotmemory-to-optimize-dotmemory/
#profiling #dotmemory #dotpeek
Not exactly Unity related case, but I love posts like this one where an author shows an engineering approach to problem solving. A good example of how to profile and validate that changes improve performance
https://blog.jetbrains.com/dotnet/2022/05/23/how-we-used-dotmemory-to-optimize-dotmemory/
#profiling #dotmemory #dotpeek
The JetBrains Blog
How We Used dotMemory to Optimize dotMemory | The .NET Tools Blog
dotMemory is a .NET memory profiler by JetBrains. My name is Ilya and I help develop the tool. I'd like to tell you a classical dogfooding story of how we optimized one of dotMemory's algorithms by
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In The Games Of Madness: 9 Years, 9 Lessons on Horror
Lessons by horror genre veterans
https://frictionalgames.blogspot.com/2019/10/9-years-9-lessons-on-horror.html
#horror #narrative
Lessons by horror genre veterans
https://frictionalgames.blogspot.com/2019/10/9-years-9-lessons-on-horror.html
#horror #narrative
Blogspot
9 Years, 9 Lessons on Horror
By Thomas Grip Edited by Kira It has now been over 9 years since we released Amnesia: The Dark Descent. That is a bloody long time, and f...
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Real-time 3D Art Best Practices: Texturing
A very detailed guide on texturing, can be easily used to setup guidelines in your project.
https://developer.arm.com/documentation/102449/0100/?lang=en
#optimization #textures #performance
A very detailed guide on texturing, can be easily used to setup guidelines in your project.
https://developer.arm.com/documentation/102449/0100/?lang=en
#optimization #textures #performance
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Unpredictably fun: The value of randomization in game design | Unity Blog
https://blog.unity.com/technology/unpredictably-fun-the-value-of-randomization-in-game-design
#gamedesign #random
https://blog.unity.com/technology/unpredictably-fun-the-value-of-randomization-in-game-design
#gamedesign #random
Unity
Unity Blog
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.NET Debugging Tips
- CONDITIONAL BREAKPOINTS
- DATA BREAKPOINTS
- MOVING THE DEBUG POINTER
- BREAK ON HANDLED EXCEPTIONS
- THE IMMEDIATE WINDOW
- THE DEBUGGER DISPLAY ATTRIBUTE
https://timdeschryver.dev/blog/dotnet-debugging-tips
#debug
- CONDITIONAL BREAKPOINTS
- DATA BREAKPOINTS
- MOVING THE DEBUG POINTER
- BREAK ON HANDLED EXCEPTIONS
- THE IMMEDIATE WINDOW
- THE DEBUGGER DISPLAY ATTRIBUTE
https://timdeschryver.dev/blog/dotnet-debugging-tips
#debug
timdeschryver.dev
.NET Debugging Tips
A collection of tips for debugging .NET applications.
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nvjob-water-shader-simple-and-fast: NVJOB Simple Water Shaders. Free Unity Asset.
Supports only built-in RP
https://github.com/nvjob/nvjob-water-shader-simple-and-fast
#shader #water
Supports only built-in RP
https://github.com/nvjob/nvjob-water-shader-simple-and-fast
#shader #water
GitHub
GitHub - nvjob/nvjob-water-shader-simple-and-fast: #NVJOB Simple Water Shaders. Free Unity Asset.
#NVJOB Simple Water Shaders. Free Unity Asset. Contribute to nvjob/nvjob-water-shader-simple-and-fast development by creating an account on GitHub.
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URP Outlines
A custom renderer feature for screen space outlines. An example of how SRP can be used
Repo: https://github.com/Robinseibold/Unity-URP-Outlines
Details: https://www.youtube.com/watch?v=LMqio9NsqmM
#shader #outlines #postprocessing #srp #noscriptablerenderpipeline
A custom renderer feature for screen space outlines. An example of how SRP can be used
Repo: https://github.com/Robinseibold/Unity-URP-Outlines
Details: https://www.youtube.com/watch?v=LMqio9NsqmM
#shader #outlines #postprocessing #srp #noscriptablerenderpipeline
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Animate like a Programmer
TL;DR: Use CrossFade via code or Animancer
https://youtu.be/ZwLekxsSY3Y
#animation
TL;DR: Use CrossFade via code or Animancer
https://youtu.be/ZwLekxsSY3Y
#animation
YouTube
Animate like a Programmer
As a programmer, using the Unity animator can feel like you're losing some control over your game. We can manage our animation transitions entirely from code... Animation will feel as natural as your player controller noscript.
Code: https://bit.ly/3P4DdA2…
Code: https://bit.ly/3P4DdA2…
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UltimateXR is a free, open source framework and toolkit for Unity that includes powerful features such as cross-device compatibility, state-of-the-art grab and manipulation mechanics, inclusion through a library of gender- and race-agnostic hands, customizable full body avatar representation, advanced UI components, locomotion mechanics, and much more
The package is available there:
https://www.ultimatexr.io/
#xr #manipulation
The package is available there:
https://www.ultimatexr.io/
#xr #manipulation
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RectMask2DCulling: Custom RectMask2D, that allows disabling Culling / Softness for better performance
RectMask2DCulling uses the reflection to get private properties of parent RectMask2D class, and it adds performance overhead, so make sure to profile your case and compare this solution to a scroll list with object pooling (can be found in this channel #scrollrect or any other similar solution from GitHub).
https://github.com/mitay-walle/Unity3d-RectMask2DCulling
#optimization #uioptimization #ui #culling #rectmask2d
RectMask2DCulling uses the reflection to get private properties of parent RectMask2D class, and it adds performance overhead, so make sure to profile your case and compare this solution to a scroll list with object pooling (can be found in this channel #scrollrect or any other similar solution from GitHub).
https://github.com/mitay-walle/Unity3d-RectMask2DCulling
#optimization #uioptimization #ui #culling #rectmask2d
GitHub
GitHub - mitay-walle/Unity3d-RectMask2DCulling: Custom RectMask2D, that allow to disable Culling / Softness for better performance
Custom RectMask2D, that allow to disable Culling / Softness for better performance - mitay-walle/Unity3d-RectMask2DCulling
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Understanding the Stack and Heap in C#
Another post about stack and heap, may give a better picture if you read it with other posts about this topic shared in this channel
https://endjin.com/blog/2022/07/understanding-the-stack-and-heap-in-csharp-dotnet.html
#stack #heap #referencetype #valuetype #interview
Another post about stack and heap, may give a better picture if you read it with other posts about this topic shared in this channel
https://endjin.com/blog/2022/07/understanding-the-stack-and-heap-in-csharp-dotnet.html
#stack #heap #referencetype #valuetype #interview
Endjin
Understanding the Stack and Heap in C# | endjin
The stack and heap are central components of memory management in C# programs. This post aims to introduce the topic, with a number of worked examples.
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