BurstLinq: Extremely fast LINQ aggregation operations implementation optimized by Burst Compiler
I've run performance tests provided by the author and not in all cases BurstLinq was faster than regular for loop, but still in all cases a lot faster than Linq and in most cases faster than for. It was pretty interesting to check the source to see how these results were achieved.
https://github.com/AnnulusGames/BurstLinq
#burst #linq
I've run performance tests provided by the author and not in all cases BurstLinq was faster than regular for loop, but still in all cases a lot faster than Linq and in most cases faster than for. It was pretty interesting to check the source to see how these results were achieved.
https://github.com/AnnulusGames/BurstLinq
#burst #linq
GitHub
GitHub - annulusgames/BurstLinq: Extremely fast LINQ aggregation operations implementation optimized by Burst Compiler
Extremely fast LINQ aggregation operations implementation optimized by Burst Compiler - annulusgames/BurstLinq
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Ultraviolet Lights & Invisible Ink Shader Graph
https://www.cyanilux.com/tutorials/ultraviolet-lights-invisible-ink/
#shadergraph #ultraviolet #ink
https://www.cyanilux.com/tutorials/ultraviolet-lights-invisible-ink/
#shadergraph #ultraviolet #ink
Cyanilux
Ultraviolet Lights & Invisible Ink
Examples for revealing invisible objects (especially decals, such as fingerprints or hidden messages) based on lights, stencils and other masking methods
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Arch: A high-performance C# based Archetype & Chunks Entity Component System (ECS) with optional multithreading
It's a type of repo that can be definitely recommended to read the source code and pick up some good practices. The ecs implementation is similar to Unity. Entities, but the codebase is easier to navigate and read in my opinion. It also contains source generation and can be used as a sample for your own implementation.
https://github.com/genaray/Arch
Source generation: https://github.com/genaray/Arch/tree/master/src/Arch.SourceGen
#ecs #sourcegen
It's a type of repo that can be definitely recommended to read the source code and pick up some good practices. The ecs implementation is similar to Unity. Entities, but the codebase is easier to navigate and read in my opinion. It also contains source generation and can be used as a sample for your own implementation.
https://github.com/genaray/Arch
Source generation: https://github.com/genaray/Arch/tree/master/src/Arch.SourceGen
#ecs #sourcegen
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Text-To-Material-Unity: Generate materials from text prompts in Unity
https://github.com/aniketrajnish/Text-To-Material-Unity
#aigen #material
https://github.com/aniketrajnish/Text-To-Material-Unity
#aigen #material
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Why am I not getting wishlists? A step by step solution
A great guide how to try triggering Steam algorithms. I love the advice about creating reddit posts with the noscript "I quit my job to make my dream game”, because lately, I've seen an influx of such posts, now we know why.
https://howtomarketagame.com/2023/12/05/why-am-i-not-getting-wishlists-a-step-by-step-solution/
#marketing #guide
A great guide how to try triggering Steam algorithms. I love the advice about creating reddit posts with the noscript "I quit my job to make my dream game”, because lately, I've seen an influx of such posts, now we know why.
https://howtomarketagame.com/2023/12/05/why-am-i-not-getting-wishlists-a-step-by-step-solution/
#marketing #guide
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CPU profiling for Unity
The Unity profiler is a powerful tool. It is useful when developing games, but requires the use of a development build. This type of build can introduce too much overhead in the app to obtain accurate performance data on the final game. For this reason, the Unity Profiler may not be suitable for precise CPU performance profiling of release builds. So this post explores other ways to profile release builds with minimal overhead
https://gpuopen.com/learn/unity-cpu-profiling-guide/
#profiling
The Unity profiler is a powerful tool. It is useful when developing games, but requires the use of a development build. This type of build can introduce too much overhead in the app to obtain accurate performance data on the final game. For this reason, the Unity Profiler may not be suitable for precise CPU performance profiling of release builds. So this post explores other ways to profile release builds with minimal overhead
https://gpuopen.com/learn/unity-cpu-profiling-guide/
#profiling
AMD GPUOpen
CPU profiling for Unity
This is a general guide focusing on CPU profiling for Unity, including which tools are useful for profiling and how to use these tools to find hotspots in your code.
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Introducing Arm Frame Advisor
The previous post was about a low-overhead profiler, which allows detecting where issues are. After that it's time for a deep-dive profiler like Frame Advisor to investigate in detail what the root cause of the issue is.
https://community.arm.com/arm-community-blogs/b/graphics-gaming-and-vr-blog/posts/arm-mobile-studio-2023-5
#profiling
The previous post was about a low-overhead profiler, which allows detecting where issues are. After that it's time for a deep-dive profiler like Frame Advisor to investigate in detail what the root cause of the issue is.
https://community.arm.com/arm-community-blogs/b/graphics-gaming-and-vr-blog/posts/arm-mobile-studio-2023-5
#profiling
Arm
Introducing Arm Frame Advisor
Learn about Frame Advisor, a new frame-based performance analysis tool to help you optimize rendering workloads for Arm Immortalis and Mali GPUs.
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Build-History: Keep a history of all the builds you do.
It comes in handy to track when the build size grows, especially when aiming to stay under the 200 MB limit on Android, particularly in large teams where you may not check each PR or change made. So it would help localizing the problem.
https://github.com/FronkonGames/Build-History
#editortools #build
It comes in handy to track when the build size grows, especially when aiming to stay under the 200 MB limit on Android, particularly in large teams where you may not check each PR or change made. So it would help localizing the problem.
https://github.com/FronkonGames/Build-History
#editortools #build
GitHub
GitHub - FronkonGames/Build-History: Keep a history of all the builds you do.
Keep a history of all the builds you do. Contribute to FronkonGames/Build-History development by creating an account on GitHub.
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Visual Effect Graph - Samples Project
https://github.com/Unity-Technologies/VisualEffectGraph-Samples
#vfx #vfxgraph #sample
https://github.com/Unity-Technologies/VisualEffectGraph-Samples
#vfx #vfxgraph #sample
GitHub
GitHub - Unity-Technologies/VisualEffectGraph-Samples: Visual Effect Graph - Samples Project
Visual Effect Graph - Samples Project. Contribute to Unity-Technologies/VisualEffectGraph-Samples development by creating an account on GitHub.
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Unity Debug Sheet
To be fair it looks pretty well for a debug window. I believe it can be even reused for prototypes to create UI really fast and have a decent appearance.
https://github.com/Haruma-K/UnityDebugSheet
#debug #tools
To be fair it looks pretty well for a debug window. I believe it can be even reused for prototypes to create UI really fast and have a decent appearance.
https://github.com/Haruma-K/UnityDebugSheet
#debug #tools
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cognitive-load: 🧠 Cognitive Load In Software Development
This post provides a good list of principles on how to make code more readable. During code review, I always advocate for reducing cognitive load on developers at all levels, even in the smallest things like if conditions or variable names. The post covers various principles from low-level to high-level concepts, so I would definitely recommend checking it out.
https://github.com/zakirullin/cognitive-load
#architecture
This post provides a good list of principles on how to make code more readable. During code review, I always advocate for reducing cognitive load on developers at all levels, even in the smallest things like if conditions or variable names. The post covers various principles from low-level to high-level concepts, so I would definitely recommend checking it out.
https://github.com/zakirullin/cognitive-load
#architecture
GitHub
GitHub - zakirullin/cognitive-load: 🧠 Cognitive load is what matters
🧠 Cognitive load is what matters. Contribute to zakirullin/cognitive-load development by creating an account on GitHub.
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12 Debugging Techniques In JetBrains Rider You Should Know About
A great post with debugging tips. At some point in the past, I had been using Rider for multiple years when a colleague showed me the Drag Execution Pointer functionality. I was blown away by how useful it is and realized I had no clue it existed. So take the time to read the post to ensure you know how to use the debugger to its full extent when needed.
Like the tip from the Pragmatic Programmer: Achieve Editor Fluency. Keep learning your tools to make your work easier and more efficient.
https://blog.jetbrains.com/dotnet/2024/01/29/12-debugging-techniques-in-jetbrains-rider-you-should-know-about/
#debug #rider
A great post with debugging tips. At some point in the past, I had been using Rider for multiple years when a colleague showed me the Drag Execution Pointer functionality. I was blown away by how useful it is and realized I had no clue it existed. So take the time to read the post to ensure you know how to use the debugger to its full extent when needed.
Like the tip from the Pragmatic Programmer: Achieve Editor Fluency. Keep learning your tools to make your work easier and more efficient.
https://blog.jetbrains.com/dotnet/2024/01/29/12-debugging-techniques-in-jetbrains-rider-you-should-know-about/
#debug #rider
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A simple project that shows how to create an Android service for Unity application working on background
The Unity Background Service is a project demonstrating how to create an Android service for a Unity application to operate in the background. Typically, Android services, especially within Unity apps, shut down when we terminate the app. It is impossible to keep the service fully operational in the background. The only solution is to allow the service to run in the foreground, accompanied by a notification. Users can then choose to hide that notification if they wish.
https://github.com/nintendaii/unity-background-service
#native #background
The Unity Background Service is a project demonstrating how to create an Android service for a Unity application to operate in the background. Typically, Android services, especially within Unity apps, shut down when we terminate the app. It is impossible to keep the service fully operational in the background. The only solution is to allow the service to run in the foreground, accompanied by a notification. Users can then choose to hide that notification if they wish.
https://github.com/nintendaii/unity-background-service
#native #background
GitHub
GitHub - nintendaii/unity-background-service: A simple project that shows how to create an Android service for Unity application…
A simple project that shows how to create an Android service for Unity application working on background - nintendaii/unity-background-service
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Asynchronously Instantiate Objects with InstantiateAsync In Unity
InstantiateAsync has finally arrived, though still in beta. It's also interesting whether it will be backported to LTS versions or not
https://giannisakritidis.com/blog/InstantiateAsync/
#instantiate #async
InstantiateAsync has finally arrived, though still in beta. It's also interesting whether it will be backported to LTS versions or not
https://giannisakritidis.com/blog/InstantiateAsync/
#instantiate #async
C# and Unity development
Asynchronously Instantiate Objects with InstantiateAsync In Unity
How to use the Object.InstantiateAsync method in Unity to Asynchronously Instantiate GameObjects
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radishface/OnDemandShadowMapUpdate: Customize on-demand shadow rendering in HDRP.
By default, High Definition Render Pipeline (HDRP) updates the realtime shadow maps every frame. This noscript adds more options to customize the on-demand shadow rendering to optimize the runtime performance. It relies on RequestShadowMapRendering and RequestSubShadowMapRendering functions
https://github.com/radishface/OnDemandShadowMapUpdate
#hdrp #shadow #rendering
By default, High Definition Render Pipeline (HDRP) updates the realtime shadow maps every frame. This noscript adds more options to customize the on-demand shadow rendering to optimize the runtime performance. It relies on RequestShadowMapRendering and RequestSubShadowMapRendering functions
https://github.com/radishface/OnDemandShadowMapUpdate
#hdrp #shadow #rendering
GitHub
GitHub - radishface/OnDemandShadowMapUpdate: Customize on-demand shadow rendering in HDRP.
Customize on-demand shadow rendering in HDRP. Contribute to radishface/OnDemandShadowMapUpdate development by creating an account on GitHub.
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Get your work recognized: write a brag document
A lot of developers work in companies that practice some sort of performance review. Take some time to write a document with your accomplishments and update it periodically in order to make not only your life easier when it comes to a self evaluation report, but also your manager's and peers' lives who take part in the review.
https://jvns.ca/blog/brag-documents/
#career #review
A lot of developers work in companies that practice some sort of performance review. Take some time to write a document with your accomplishments and update it periodically in order to make not only your life easier when it comes to a self evaluation report, but also your manager's and peers' lives who take part in the review.
https://jvns.ca/blog/brag-documents/
#career #review
Julia Evans
Get your work recognized: write a brag document
There’s this idea that, if you do great work at your job, people will (or should!) automatically recognize that work and reward you for it with promotions / increased pay. In practice, it’s often more complicated than that – some kinds of important work are…
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AnnulusGames/LitMotion: Lightning-fast and Zero Allocation Tween Library for Unity.
Annulus Games shared a lot of great packages on their GitHub, make sure to check their repos. Some of them I've already shared here too.
https://github.com/AnnulusGames/LitMotion
#tween
Annulus Games shared a lot of great packages on their GitHub, make sure to check their repos. Some of them I've already shared here too.
https://github.com/AnnulusGames/LitMotion
#tween
GitHub
GitHub - annulusgames/LitMotion: Lightning-fast and Zero Allocation Tween Library for Unity.
Lightning-fast and Zero Allocation Tween Library for Unity. - annulusgames/LitMotion
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kyubuns/Auto9Slicer: Auto 9 slice sprite generator on Unity
https://github.com/kyubuns/Auto9Slicer
#sprite #slice #editortool
https://github.com/kyubuns/Auto9Slicer
#sprite #slice #editortool
GitHub
GitHub - kyubuns/Auto9Slicer: Auto 9 slice sprite generator on Unity
Auto 9 slice sprite generator on Unity. Contribute to kyubuns/Auto9Slicer development by creating an account on GitHub.
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