Demystifying Floating Point Precision
Floating point numbers have limited precision. You have likely encountered bugs where things start breaking after too much time has elapsed, or after something has moved too far from the origin.
This post aims to show you how to answer the questions:
What precision do I have at a number?
When will I hit precision issues?
https://blog.demofox.org/2017/11/21/floating-point-precision/
#float
Floating point numbers have limited precision. You have likely encountered bugs where things start breaking after too much time has elapsed, or after something has moved too far from the origin.
This post aims to show you how to answer the questions:
What precision do I have at a number?
When will I hit precision issues?
https://blog.demofox.org/2017/11/21/floating-point-precision/
#float
The blog at the bottom of the sea
Demystifying Floating Point Precision
Floating point numbers have limited precision. If you are a game programmer, you have likely encountered bugs where things start breaking after too much time has elapsed, or after something has mov…
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Floating Origin in Unity
How to mitigate floating point precision issues when dealing with large world games
https://manuel-rauber.com/2022/04/06/floating-origin-in-unity/
#floatingorigin
How to mitigate floating point precision issues when dealing with large world games
https://manuel-rauber.com/2022/04/06/floating-origin-in-unity/
#floatingorigin
Manu's Techblog
Floating Origin in Unity
If you're creating an endless runner or big/endless world's, a floating origin will most likely help you to reduce visual errors.
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How to build Hot Reload For Unity
2 hot reload tools have been released recently (shared the previous one here before).
The author of this one also provided a tutorial with basics of the hot reload implementation.
https://immersivevrtools.com/Blog/how-to-build-hot-reload-functionality-for-unity
Repo: https://github.com/handzlikchris/HotReloadForUnity#fast-noscript-reload---ready-made-tool-is-available-on-the-asset-store
#hotreload
2 hot reload tools have been released recently (shared the previous one here before).
The author of this one also provided a tutorial with basics of the hot reload implementation.
https://immersivevrtools.com/Blog/how-to-build-hot-reload-functionality-for-unity
Repo: https://github.com/handzlikchris/HotReloadForUnity#fast-noscript-reload---ready-made-tool-is-available-on-the-asset-store
#hotreload
Immersivevrtools
How to build Hot Reload For Unity - Immersive VR Tools
Learn how to implement Hot Reload functionality in Unity. Iterate on code insanely fast without breaking play session
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A simple color ramp (plus posterized reflections)
https://www.reddit.com/r/Unity3D/comments/1036wn8/a_simple_color_ramp_plus_posterized_reflections/
Shader graph: https://imgur.io/gallery/JGYSEF1
#sharergraph #toon #colorramp
https://www.reddit.com/r/Unity3D/comments/1036wn8/a_simple_color_ramp_plus_posterized_reflections/
Shader graph: https://imgur.io/gallery/JGYSEF1
#sharergraph #toon #colorramp
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Making string marshaling safe for the CoreCLR garbage collector
https://blog.unity.com/technology/making-string-marshaling-safe-for-coreclr-garbage-collector
#marshal
https://blog.unity.com/technology/making-string-marshaling-safe-for-coreclr-garbage-collector
#marshal
Unity Blog
Making string marshaling safe for the CoreCLR garbage collector | Unity Blog
Unity Engineering Manager for .NET Compilers and Runtimes Josh Peterson walks through some of the recent changes the team has made to marshal string data across the managed/native boundary in a GC-safe way for the new CoreCLR garbage collector.
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Localizing Unity Games As An Indie Dev
https://www.bjmalicoat.com/projects/localizingunitygames
#localization
https://www.bjmalicoat.com/projects/localizingunitygames
#localization
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water-shader-unity: Simulation of water in Unity
Realistic water was achieved by implementing selected water effects:
- Reflection
- Refraction
- Caustics
- Waves
- Flow
- Underwater fog
https://github.com/leonjovanovic/water-shader-unity
#water #shader
Realistic water was achieved by implementing selected water effects:
- Reflection
- Refraction
- Caustics
- Waves
- Flow
- Underwater fog
https://github.com/leonjovanovic/water-shader-unity
#water #shader
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TextureMerge: Software to merge (or pack) textures into image channels, producing one image with up to four textures.
The tool to prepare assets for a very common optimization technique where you pack up to 4 grey scale textures into one by using different channels to save memory.
https://github.com/Fidifis/TextureMerge
#texturepacker #optimization #memory
The tool to prepare assets for a very common optimization technique where you pack up to 4 grey scale textures into one by using different channels to save memory.
https://github.com/Fidifis/TextureMerge
#texturepacker #optimization #memory
GitHub
GitHub - fidifis/TextureMerge: pack/merge textures into image channels.
pack/merge textures into image channels. Contribute to fidifis/TextureMerge development by creating an account on GitHub.
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Unity Threading; Provides helper APIs for multithreading in Unity.
Provides:
- Simple Threading
- Async Threading: helper methods to access to the Unity main thread or background threads using an async/await style
- Unity Coroutines: helper methods to reduce allocations in Unity coroutines.
- New Coroutines: a reimplementation of Unity coroutines that returns a value type instead to avoid allocations.
- Unity Jobs: helper methods to execute jobs in the Unity Job system.
https://github.com/Enderlook/Unity-Threading
#async #thread
Provides:
- Simple Threading
- Async Threading: helper methods to access to the Unity main thread or background threads using an async/await style
- Unity Coroutines: helper methods to reduce allocations in Unity coroutines.
- New Coroutines: a reimplementation of Unity coroutines that returns a value type instead to avoid allocations.
- Unity Jobs: helper methods to execute jobs in the Unity Job system.
https://github.com/Enderlook/Unity-Threading
#async #thread
GitHub
GitHub - Enderlook/Unity-Threading: A helper library for Unity Jobs, System.Threading, Async/Await and Coroutines in Unity.
A helper library for Unity Jobs, System.Threading, Async/Await and Coroutines in Unity. - Enderlook/Unity-Threading
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UnityURP-MobileDrawMeshInstancedIndirectExample
A simplified sample that demonstrates DrawMeshInstancedIndirect API on mobile platforms. Only contains a simple CPU frustum culling (not even a quadtree) -> minimum compute GPU frustum culling (no Acceleration Algorithms), then just 1 DrawMeshInstancedIndirect call.
It also contains a RendererFeature(GrassBendingRTPrePass.cs) to render an offscreen RT(R8), which renders top-down view grass bending area (by trail renderer following moving objects)
https://github.com/ColinLeung-NiloCat/UnityURP-MobileDrawMeshInstancedIndirectExample
#drawmesh #instancing #grass #shader #compute
A simplified sample that demonstrates DrawMeshInstancedIndirect API on mobile platforms. Only contains a simple CPU frustum culling (not even a quadtree) -> minimum compute GPU frustum culling (no Acceleration Algorithms), then just 1 DrawMeshInstancedIndirect call.
It also contains a RendererFeature(GrassBendingRTPrePass.cs) to render an offscreen RT(R8), which renders top-down view grass bending area (by trail renderer following moving objects)
https://github.com/ColinLeung-NiloCat/UnityURP-MobileDrawMeshInstancedIndirectExample
#drawmesh #instancing #grass #shader #compute
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BurstCollections: Burst friendly (special) native collections for Unity
Contains:
Native2dTree
NativeAccumulatedProduct{T, Op}
NativeArray2d{T}
NativeBoundingVolumeTree{T}
NativeIndexedArray{Id, T}
NativeIndexedList{Id, T}
NativePointQuadtree
NativeStack{T}
NativeStackedLists{T}
In the repo there are use cases when these collections can be used to solve particular tasks.
https://github.com/andywiecko/BurstCollections
#burst #native #jobsystem
Contains:
Native2dTree
NativeAccumulatedProduct{T, Op}
NativeArray2d{T}
NativeBoundingVolumeTree{T}
NativeIndexedArray{Id, T}
NativeIndexedList{Id, T}
NativePointQuadtree
NativeStack{T}
NativeStackedLists{T}
In the repo there are use cases when these collections can be used to solve particular tasks.
https://github.com/andywiecko/BurstCollections
#burst #native #jobsystem
GitHub
GitHub - andywiecko/BurstCollections: Burst friendly (special) native collections for Unity
Burst friendly (special) native collections for Unity - andywiecko/BurstCollections
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animation.gif
12.2 MB
⚙️ Math Breakdown: Anime Homing Missiles
https://blog.littlepolygon.com/posts/missile/
#feature #missile #bezier
https://blog.littlepolygon.com/posts/missile/
#feature #missile #bezier
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Improving and expanding use cases: Physics changes in Unity 2022.2
New physics features to squeeze more performance:
- Batches physics queries
- A lot faster OnContact callbacks
https://blog.unity.com/technology/physics-changes-in-unity-2022-2
#physics
New physics features to squeeze more performance:
- Batches physics queries
- A lot faster OnContact callbacks
https://blog.unity.com/technology/physics-changes-in-unity-2022-2
#physics
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How to build Hot Reload For Unity and run it on device
The second part of the hot reload implementation series
https://immersivevrtools.com/Blog/how-to-build-unity-hot-reload-on-device
#hotreload
The second part of the hot reload implementation series
https://immersivevrtools.com/Blog/how-to-build-unity-hot-reload-on-device
#hotreload
Immersivevrtools
How to build Hot Reload For Unity and run it on device - Immersive VR Tools
Learn how to implement Hot Reload functionality and run it directly in Unity build / on device. No need to redeploy whole app!
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Simulations - Black Holes
A video that covers step-by-step how to simulate a black hole. Its amazing quality and production reminds me of Sebastian Lague videos, so definitely recommend to watch it.
https://youtu.be/yhDxBt72PU4
#shader #simulation #raymarching
A video that covers step-by-step how to simulate a black hole. Its amazing quality and production reminds me of Sebastian Lague videos, so definitely recommend to watch it.
https://youtu.be/yhDxBt72PU4
#shader #simulation #raymarching
YouTube
Simulations - Black Holes
A ray-marched Black Hole simulation following the space theme of my previous video...
As always, any feedback is appreciated, I've been constantly playing around with the microphone settings so would love to know what works and what doesn't!
Project source…
As always, any feedback is appreciated, I've been constantly playing around with the microphone settings so would love to know what works and what doesn't!
Project source…
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URP-Custom-Post-Processing: A framework that intends to quickly extend volume post-processing in Unity URP. And some experimental custom post-processing implementation.
Can be used as a sample of ScriptableRendererFeature usage
https://github.com/SleeplessOwl0102/URP-Custom-Post-Processing
#postprocessing #urp #rendererfeature
Can be used as a sample of ScriptableRendererFeature usage
https://github.com/SleeplessOwl0102/URP-Custom-Post-Processing
#postprocessing #urp #rendererfeature
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Wind Waker Style Stencil Buffer Lights (URP & BIRP)
A great denoscription of the stencil buffer with samples to better describe the VFX
https://www.patreon.com/posts/wind-waker-style-78831006
#shader #stencil #light
A great denoscription of the stencil buffer with samples to better describe the VFX
https://www.patreon.com/posts/wind-waker-style-78831006
#shader #stencil #light
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How to save 2 sec+ loading time of your game
A great list of nontrivial tips on how to improve loading times gathered while optimizing a big mobile project.
https://medium.com/hypemasters/how-to-save-2-sec-loading-time-of-your-game-f53611bbea0a
#optimization #loading
A great list of nontrivial tips on how to improve loading times gathered while optimizing a big mobile project.
https://medium.com/hypemasters/how-to-save-2-sec-loading-time-of-your-game-f53611bbea0a
#optimization #loading
Medium
How to save 2 sec+ loading time of your game
After reading this article, you will be able to decrease the loading time of your unity app on 2+ sec, or more
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NovaShader: Multi-functional shader for the Particle System that supports Universal Render Pipeline (URP) of Unity.
The repo also contains a number of samples.
https://github.com/CyberAgentGameEntertainment/NovaShader
#shader #particles #urp
The repo also contains a number of samples.
https://github.com/CyberAgentGameEntertainment/NovaShader
#shader #particles #urp
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(BIRP) World Position Effects Part 1: Sphere Radius
https://www.patreon.com/posts/19355776
#shader #dissolve
https://www.patreon.com/posts/19355776
#shader #dissolve
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