Graphy - Ultimate FPS Counter - Stats Monitor & Debugger (Unity)
Graphy is the ultimate, easy to use, feature packed FPS counter, stats monitor and debugger for your Unity project.
https://github.com/Tayx94/graphy
#graph #fpscounter
Graphy is the ultimate, easy to use, feature packed FPS counter, stats monitor and debugger for your Unity project.
https://github.com/Tayx94/graphy
#graph #fpscounter
GitHub
GitHub - Tayx94/graphy: Graphy is the ultimate, easy to use, feature packed FPS counter, stats monitor and debugger for your Unity…
Graphy is the ultimate, easy to use, feature packed FPS counter, stats monitor and debugger for your Unity project. - Tayx94/graphy
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VFX Breakdown : Lightning Particles + Shader(Graph)
https://www.patreon.com/posts/vfx-breakdown-71191108
#vfx #lightning #shadergraph
https://www.patreon.com/posts/vfx-breakdown-71191108
#vfx #lightning #shadergraph
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Do I need to dispose of Tasks? - .NET Parallel Programming
Short answer: No.
The only time you may want to dispose a Task is when you are explicitly using IAsyncResult.AsyncWaitHandle which causes an allocation of a disposable resource. But even in that case you may not bother disposing it.
https://devblogs.microsoft.com/pfxteam/do-i-need-to-dispose-of-tasks/
#tpl #async
Short answer: No.
The only time you may want to dispose a Task is when you are explicitly using IAsyncResult.AsyncWaitHandle which causes an allocation of a disposable resource. But even in that case you may not bother disposing it.
https://devblogs.microsoft.com/pfxteam/do-i-need-to-dispose-of-tasks/
#tpl #async
Microsoft News
Do I need to dispose of Tasks?
I get this question a lot: “Task implements IDisposable and exposes a Dispose method. Does that mean I should dispose of all of my tasks?” Summary Here’s my short answer to this question: “No. Don’t bother disposing of your tasks.” Here’s my medium-length…
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Retro3DPipeline: A minimal example of a custom render pipeline with the Retro3D shader.
https://github.com/keijiro/Retro3DPipeline
#srp #renderpipeline
https://github.com/keijiro/Retro3DPipeline
#srp #renderpipeline
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Simplex Derivatives
How to calculate derivatives of simplex noise and use them to generate normal and tangent vectors for procedurally generated meshes. Allows offloading the work from the main thread, since built-in RecalculateNormals() method runs only on the main thread.
https://catlikecoding.com/unity/tutorials/pseudorandom-surfaces/simplex-derivatives/
#normals #jobsystem #tangents #pcg
How to calculate derivatives of simplex noise and use them to generate normal and tangent vectors for procedurally generated meshes. Allows offloading the work from the main thread, since built-in RecalculateNormals() method runs only on the main thread.
https://catlikecoding.com/unity/tutorials/pseudorandom-surfaces/simplex-derivatives/
#normals #jobsystem #tangents #pcg
Catlikecoding
Simplex Derivatives
A Unity C# Pseudorandom Surfaces tutorial about calculating derivatives of simplex noise.
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Supermassive black hole tutorial
https://kelvinvanhoorn.com/2021/04/20/supermassive-black-hole-tutorial/
#shader #blackhole
https://kelvinvanhoorn.com/2021/04/20/supermassive-black-hole-tutorial/
#shader #blackhole
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Temporal Anti-Aliasing(TAA) for Unity’s Universal Render Pipeline
Unity's default Temporal Anti-Aliasing(TAA) has some problems in URP. Natively, URP does not support TAA while Unity PostProcess V2 does support. However, PostProcess V2's support fails for TAA because it cannot jitter the camera in the ScriptableRenderPipeline
https://github.com/sienaiwun/TAA_Unity_URP
#taa #antialiasing #urp #renderfeature
Unity's default Temporal Anti-Aliasing(TAA) has some problems in URP. Natively, URP does not support TAA while Unity PostProcess V2 does support. However, PostProcess V2's support fails for TAA because it cannot jitter the camera in the ScriptableRenderPipeline
https://github.com/sienaiwun/TAA_Unity_URP
#taa #antialiasing #urp #renderfeature
GitHub
GitHub - sienaiwun/TAA_Unity_URP: Temporal Anti-Aliasing(TAA) for Unity’s Universal Render Pipeline
Temporal Anti-Aliasing(TAA) for Unity’s Universal Render Pipeline - sienaiwun/TAA_Unity_URP
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My take on shaders: Stencil shader (Antichamber effect)
https://halisavakis.com/my-take-on-shaders-stencil-shader-antichamber-effect/
#shader #stencil
https://halisavakis.com/my-take-on-shaders-stencil-shader-antichamber-effect/
#shader #stencil
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NativeStringCollections: The toolset to parse text files using C# JobSystem on Unity.
Claimed to load big files 3 times faster than C# standard File.ReadAllLines(). And can load files in parallel.
https://github.com/kawai125/NativeStringCollections
#parsing #file #burst
Claimed to load big files 3 times faster than C# standard File.ReadAllLines(). And can load files in parallel.
https://github.com/kawai125/NativeStringCollections
#parsing #file #burst
GitHub
GitHub - kawai125/NativeStringCollections: The toolset to parse text files using C# JobSystem on Unity.
The toolset to parse text files using C# JobSystem on Unity. - GitHub - kawai125/NativeStringCollections: The toolset to parse text files using C# JobSystem on Unity.
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Simplified Clean Architecture Design Pattern for Unity
An example of a clean architecture inspired by the book of Bob Martin of the same name. It has some contradictions to the original, so you can start with it and then check the book or its short review to decide what goes better for your project.
https://genki-sano.medium.com/simplified-clean-architecture-design-pattern-for-unity-967931583c47
#architecture #cleanarchitecture
An example of a clean architecture inspired by the book of Bob Martin of the same name. It has some contradictions to the original, so you can start with it and then check the book or its short review to decide what goes better for your project.
https://genki-sano.medium.com/simplified-clean-architecture-design-pattern-for-unity-967931583c47
#architecture #cleanarchitecture
Medium
Simplified Clean Architecture Design Pattern for Unity
Sammary of Simple Clean Architecture for Unity GameEngine and example github project.
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Announcing new tools for multiplayer development | Unity Blog
Netcode for GameObjects and Entities, interesting net stats tools out of the box, and low level networking package. As well as a bunch of samples which sounds awesome.
https://blog.unity.com/games/multiplayer-networking-tools-launch-announcement
#netcode #network
Netcode for GameObjects and Entities, interesting net stats tools out of the box, and low level networking package. As well as a bunch of samples which sounds awesome.
https://blog.unity.com/games/multiplayer-networking-tools-launch-announcement
#netcode #network
Unity Blog
Announcing new tools for multiplayer development | Unity Blog
Explore the latest tech available within the Unity ecosystem to create your multiplayer game – from netcode SDKs to tooling support.
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BR200 - Battle Royale Multiplayer with Photon Fusion | Packs | Unity Asset Store
BR sample by Unity using the latest netcode package
https://assetstore.unity.com/packages/templates/packs/br200-battle-royale-multiplayer-with-photon-fusion-226753
#sample #networking #br
BR sample by Unity using the latest netcode package
https://assetstore.unity.com/packages/templates/packs/br200-battle-royale-multiplayer-with-photon-fusion-226753
#sample #networking #br
Unity Asset Store
BR200 - Battle Royale Multiplayer - Photon Fusion | Packs | Unity Asset Store
Use BR200 - Battle Royale Multiplayer - Photon Fusion from Photon Engine to elevate your next project. Find this & more Packs and templates on the Unity Asset Store.
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Sand Balls Mechanics Implementation: The Best Way To Deform A Mesh In Unity - Part II
In this post, we will continue to learn how to deform a mesh in Unity using the sand balls mechanics as a sample. This part covers MeshData API, performance testing, and optimization techniques to achieve a smoother user experience.
https://gamedev.center/sand-balls-mechanic-implementation-how-to-deform-a-mesh-the-most-performant-way-part-2/
#meshdeformation #sandballs #meshdata #jobsystem #optimization
In this post, we will continue to learn how to deform a mesh in Unity using the sand balls mechanics as a sample. This part covers MeshData API, performance testing, and optimization techniques to achieve a smoother user experience.
https://gamedev.center/sand-balls-mechanic-implementation-how-to-deform-a-mesh-the-most-performant-way-part-2/
#meshdeformation #sandballs #meshdata #jobsystem #optimization
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Memory Reusability in .NET
https://medium.com/tech-talk-with-connatix/optimized-memory-reusability-in-net-part-1-7d5db94c1145
#memory #optimization #objectpool
https://medium.com/tech-talk-with-connatix/optimized-memory-reusability-in-net-part-1-7d5db94c1145
#memory #optimization #objectpool
Medium
Optimized: Memory Reusability in .NET Part 1
Memory is a resource all programs require and for applications in which performance and robustness is a need, effectively use of available…
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How much to slow animation down for giant creatures
1. Scale your creature to human size and set the animation speed such that it looks good at this scale; how a human would move if in that creature's shape.
2. Scale your creature up to target size.
3. Set the new animation speed to the speed at human scale divided by the square root of the factor you scaled up
https://tore-knabe.com/game-development-how-much-to-slow-animation-down-for-giant-creatures/
#animation
1. Scale your creature to human size and set the animation speed such that it looks good at this scale; how a human would move if in that creature's shape.
2. Scale your creature up to target size.
3. Set the new animation speed to the speed at human scale divided by the square root of the factor you scaled up
https://tore-knabe.com/game-development-how-much-to-slow-animation-down-for-giant-creatures/
#animation
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Free eBooks by Unity
A handy collection of all books published by Unity Technologies
https://diegogiacomelli.com.br/free-ebooks-by-unity/
#book #guide
A handy collection of all books published by Unity Technologies
https://diegogiacomelli.com.br/free-ebooks-by-unity/
#book #guide
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Friday Facts #317 - New pathfinding algorithm | Factorio
How pathfinding can be optimized for procedurally generated maps using hierarchical pathfinding algorithm.
https://factorio.com/blog/post/fff-317
#pathfinding #optimization
How pathfinding can be optimized for procedurally generated maps using hierarchical pathfinding algorithm.
https://factorio.com/blog/post/fff-317
#pathfinding #optimization
Factorio
Friday Facts #317 - New pathfinding algorithm | Factorio
New pathfinding algorithm Oxyd Last week we mentioned the change to make biters not collide with each other, but that wasn’t the only biter-related update we released this past week. Somewhat coincidentally, this week’s updates have included something…
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Unity Octree
Simple octree implementation. Provides simple and fast octree generation and collision testing. Uses AABB's as the collision type, but can be extended to other things.
https://github.com/wmcnamara/unity-octree
#datastructure #octree #spacial
Simple octree implementation. Provides simple and fast octree generation and collision testing. Uses AABB's as the collision type, but can be extended to other things.
https://github.com/wmcnamara/unity-octree
#datastructure #octree #spacial
GitHub
GitHub - wmcnamara/unity-octree: Octree implementation in Unity
Octree implementation in Unity. Contribute to wmcnamara/unity-octree development by creating an account on GitHub.
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