The World's Smallest Hash Table
An example how you can optimize an algorithm knowing the details of your particular problem
https://orlp.net/blog/worlds-smallest-hash-table/
#optimization
An example how you can optimize an algorithm knowing the details of your particular problem
https://orlp.net/blog/worlds-smallest-hash-table/
#optimization
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SebLague/Ray-Tracing
A very simple (and slow) ray tracer, coded in C# and HLSL in the Unity engine.
https://github.com/SebLague/Ray-Tracing
You can watch a video about the project here: https://youtu.be/Qz0KTGYJtUk
#raytracing #shader
A very simple (and slow) ray tracer, coded in C# and HLSL in the Unity engine.
https://github.com/SebLague/Ray-Tracing
You can watch a video about the project here: https://youtu.be/Qz0KTGYJtUk
#raytracing #shader
GitHub
GitHub - SebLague/Ray-Tracing
Contribute to SebLague/Ray-Tracing development by creating an account on GitHub.
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EasyTimeSlicing makes it easy to slice heavy tasks into consequent game frames to execute and helps to keep the game running smoothly and avoid janks or spikes.
Time slicing is a useful technique for optimizing the performance and consistency of games, but should be used carefully to not affect the gameplay too much.
https://github.com/aillieo/EasyTimeSlicing
#slicing
Time slicing is a useful technique for optimizing the performance and consistency of games, but should be used carefully to not affect the gameplay too much.
https://github.com/aillieo/EasyTimeSlicing
#slicing
GitHub
GitHub - aillieo/EasyTimeSlicing: EasyTimeSlicing makes it easy to slice heavy tasks into consequent game frames to execute and…
EasyTimeSlicing makes it easy to slice heavy tasks into consequent game frames to execute and helps to keep the game running smoothly and avoid janks or spikes. - aillieo/EasyTimeSlicing
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Unity-Demo-Hair-Tests: Various tests of Unity's demo hair system, and Alembic particle grooms imported from Blender.
https://github.com/TCKingCeryn/Unity-Demo-Hair-Tests
#hair #physics
https://github.com/TCKingCeryn/Unity-Demo-Hair-Tests
#hair #physics
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AmogusDither: A simple, customizable dither pixel shader for Unity3D, with an Amogus twist
https://github.com/nbarber20/AmogusDither
#dither #shader
https://github.com/nbarber20/AmogusDither
#dither #shader
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Unity Localized App Title: Localize your Unity app's name and/or icon on Android & iOS
This plugin helps you localize your app's name and/or icon on Android & iOS. Note that the icon doesn't automatically change with the device language on iOS but it's possible to change it at runtime via noscripting API.
https://github.com/yasirkula/UnityMobileLocalizedAppTitle
#localization #native
This plugin helps you localize your app's name and/or icon on Android & iOS. Note that the icon doesn't automatically change with the device language on iOS but it's possible to change it at runtime via noscripting API.
https://github.com/yasirkula/UnityMobileLocalizedAppTitle
#localization #native
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Checklist: How To Create a Unity Asset? (HQ PDF-file with Clickable Links in Comments)
https://www.reddit.com/r/Unity3D/comments/131qndv/checklist_how_to_create_unity_asset_hq_pdffile/
#assetstore
https://www.reddit.com/r/Unity3D/comments/131qndv/checklist_how_to_create_unity_asset_hq_pdffile/
#assetstore
Reddit
From the Unity3D community on Reddit: Checklist ✅ How To Create Unity Asset? ✅ (HQ PDF-file with Clickable Links in Comments)
Explore this post and more from the Unity3D community
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Unity3DCrossSectionShader: CG shader for unity3D to create a cross section through meshes
https://github.com/Dandarawy/Unity3DCrossSectionShader
#slice #crosssection #shader
https://github.com/Dandarawy/Unity3DCrossSectionShader
#slice #crosssection #shader
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Slicing away a mesh visually with just 1 line of code.
A simple technique to slice a mesh, but doesn't allow slicing into more than 2 parts that easy.
https://www.reddit.com/r/Unity3D/comments/137ggh4/slicing_away_a_mesh_visually_with_just_1_line_of/
#shader #slice
A simple technique to slice a mesh, but doesn't allow slicing into more than 2 parts that easy.
https://www.reddit.com/r/Unity3D/comments/137ggh4/slicing_away_a_mesh_visually_with_just_1_line_of/
#shader #slice
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Mouse hover highlight for project window
https://www.reddit.com/r/Unity3D/comments/138dp58/mouse_hover_highlight_for_project_window/
Script: https://pastebin.com/YY0qWwSW
#editortool
https://www.reddit.com/r/Unity3D/comments/138dp58/mouse_hover_highlight_for_project_window/
Script: https://pastebin.com/YY0qWwSW
#editortool
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Popular Roguelike Creators on Design Choices
The article covers topics such as the definition of a roguelike game, the challenges of procedural generation, player choice and permadeath. The designers also share their thoughts on the importance of accessibility and how they approach balancing randomness and player agency in their games. The article provides a useful insight into the design philosophies and decision-making processes of successful roguelike game creators, making it a helpful resource for those interested in developing or understanding this genre of games.
https://80.lv/articles/80-level-digest-popular-roguelike-creators-on-design-choices/
#gamedesign #roguelike #postmortem
The article covers topics such as the definition of a roguelike game, the challenges of procedural generation, player choice and permadeath. The designers also share their thoughts on the importance of accessibility and how they approach balancing randomness and player agency in their games. The article provides a useful insight into the design philosophies and decision-making processes of successful roguelike game creators, making it a helpful resource for those interested in developing or understanding this genre of games.
https://80.lv/articles/80-level-digest-popular-roguelike-creators-on-design-choices/
#gamedesign #roguelike #postmortem
80LV
80 Level Digest: Popular Roguelike Creators on Design Choices
Developers of 10 famous roguelikes talk about the details behind their creations.
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3d-model-ui-preview: Learn how to show animated 3D Models on your UI using a Canvas, Render Texture, and any 3d model
A simple technique that utilizes a render texture.
https://github.com/llamacademy/3d-model-ui-preview
#ui #preview
A simple technique that utilizes a render texture.
https://github.com/llamacademy/3d-model-ui-preview
#ui #preview
GitHub
GitHub - llamacademy/3d-model-ui-preview: Learn how to show animated 3D Models on your UI using a Canvas, Render Texture, and any…
Learn how to show animated 3D Models on your UI using a Canvas, Render Texture, and any 3d model - llamacademy/3d-model-ui-preview
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Recreating Death Stranding Odradek Terrain Scanner in Unity
https://80.lv/articles/recreating-death-stranding-odradek-terrain-scanner-in-unity/
Repo: https://github.com/sichenn/odradek-terrain-scanner
#vfx #scan
https://80.lv/articles/recreating-death-stranding-odradek-terrain-scanner-in-unity/
Repo: https://github.com/sichenn/odradek-terrain-scanner
#vfx #scan
80LV
Recreating Death Stranding Odradek Terrain Scanner in Unity
Sichen Liu explained how they recreated the Odradek Terrain Scanner effect from Death Stranding using Unity and showed how the visual components and icons were set up.
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Introduction to the A* Algorithm
The post describes the A* algorithm as a combination of two techniques: Dijkstra's algorithm, which explores the graph in a breadth-first search manner, and a heuristic function, which estimates the distance between each node and the goal node. The post provides a step-by-step breakdown of the algorithm, explaining how it works and how it is implemented.
https://www.redblobgames.com/pathfinding/a-star/introduction.html
#pathfinding #astar
The post describes the A* algorithm as a combination of two techniques: Dijkstra's algorithm, which explores the graph in a breadth-first search manner, and a heuristic function, which estimates the distance between each node and the goal node. The post provides a step-by-step breakdown of the algorithm, explaining how it works and how it is implemented.
https://www.redblobgames.com/pathfinding/a-star/introduction.html
#pathfinding #astar
Redblobgames
Red Blob Games: Introduction to A*
Interactive tutorial for A*, Dijkstra's Algorithm, and other pathfinding algorithms
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Easy buttons for the Unity default inspector: These tiny noscripts add the ability to quickly show a button in the inspector for any method. Also supports method arguments. Can be very useful for debugging and testing.
https://github.com/madsbangh/EasyButtons
#editortool #inspector
https://github.com/madsbangh/EasyButtons
#editortool #inspector
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Extended Q&A: Optimizing memory and build size with Addressables | Unity Blog
The post provides a useful overview of the Addressable Asset System and how it can be used correctly to optimize Unity game performance, making it a valuable read.
https://blog.unity.com/engine-platform/extended-q-a-optimizing-memory-and-build-size-with-addressables
#addressables
The post provides a useful overview of the Addressable Asset System and how it can be used correctly to optimize Unity game performance, making it a valuable read.
https://blog.unity.com/engine-platform/extended-q-a-optimizing-memory-and-build-size-with-addressables
#addressables
Unity
Extended Q&A: Optimizing memory and build size with Addressables
In this extended question-and-answer (Q&A) from February’s Accelerate Success webinar, discover the community’s most pressing questions – and our team’s answers – about optimizing memory and build size for Addressables.
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Pretty water for a game
https://www.reddit.com/r/gamedev/comments/1375ibf/heres_how_i_made_pretty_water_for_my_game/
Source code of a Godot shader, but gives you the idea and can be ported to HLSL: https://godotshaders.com/shader/pixel-ghibli-water/
#shader #water
https://www.reddit.com/r/gamedev/comments/1375ibf/heres_how_i_made_pretty_water_for_my_game/
Source code of a Godot shader, but gives you the idea and can be ported to HLSL: https://godotshaders.com/shader/pixel-ghibli-water/
#shader #water
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Darktide-40K-in-Unity-FullBody-FPS-Controller: A completely refactored, Open Source Full Body FPS Controller. Inspired by Darktide and DISHONORED/ Dark Messiah, uses TWO armatures to layer Generic "Arms-Only" FPS Animations, without losing any of the "Full-Body" Animations underneath.
https://github.com/TCKingCeryn/Darktide-40K-in-Unity-FullBody-FPS-Controller
A full showcase video in the comments.
#fps #controller
https://github.com/TCKingCeryn/Darktide-40K-in-Unity-FullBody-FPS-Controller
A full showcase video in the comments.
#fps #controller
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DelayNoMoreUnity: A Multiplayer Platformer game demo on websocket+UDP peer-to-peer with delayed-input Rollback Netcode inspired by GGPO. Also has a high level denoscription how it works to synchronize across multiple players
https://github.com/genxium/DelayNoMoreUnity
#netcode #rollback #lagcompensation
https://github.com/genxium/DelayNoMoreUnity
#netcode #rollback #lagcompensation
GitHub
GitHub - genxium/DelayNoMoreUnity: A Multiplayer Platformer game demo on websocket+UDP peer-to-peer with delayed-input Rollback…
A Multiplayer Platformer game demo on websocket+UDP peer-to-peer with delayed-input Rollback Netcode inspired by GGPO - genxium/DelayNoMoreUnity
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TrueTrace-Unity-Pathtracer: Fast Compute Shader based path tracing
https://github.com/Pjbomb2/TrueTrace-Unity-Pathtracer
#pathtracing #computeshader
https://github.com/Pjbomb2/TrueTrace-Unity-Pathtracer
#pathtracing #computeshader
GitHub
GitHub - Pjbomb2/TrueTrace-Unity-Pathtracer: A High Performance Compute Shader Based Mesh Pathtracer in Unity3d without RT Cores
A High Performance Compute Shader Based Mesh Pathtracer in Unity3d without RT Cores - Pjbomb2/TrueTrace-Unity-Pathtracer
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MotionMatchingByDreaw: Animation system for Unity engine based on motion matching
Motion matching is a technique used in game development to create realistic character animations. It involves blending and transitioning between pre-recorded motion capture data or animation clips based on the character's current state and desired action.
Contrary to the traditional technique where character animations in games are created by manually designing and blending different animation clips to achieve the desired movements. However, this process can be time-consuming and may result in animations that don't always look natural or fluid.
https://github.com/dreaw131313/MotionMatchingByDreaw
#animation #motionmatching
Motion matching is a technique used in game development to create realistic character animations. It involves blending and transitioning between pre-recorded motion capture data or animation clips based on the character's current state and desired action.
Contrary to the traditional technique where character animations in games are created by manually designing and blending different animation clips to achieve the desired movements. However, this process can be time-consuming and may result in animations that don't always look natural or fluid.
https://github.com/dreaw131313/MotionMatchingByDreaw
#animation #motionmatching
GitHub
GitHub - dreaw131313/MotionMatchingByDreaw: Animation system for Unity engine based on motion matching
Animation system for Unity engine based on motion matching - dreaw131313/MotionMatchingByDreaw
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