Light in Unity 2 - Shader Coding in Unity from a to z
How Phong lighting works and implementation in a shader
https://medium.com/shader-coding-in-unity-from-a-to-z/light-in-computer-graphics-2-3b2a5b04ac6d
#shader #phong #lighting
How Phong lighting works and implementation in a shader
https://medium.com/shader-coding-in-unity-from-a-to-z/light-in-computer-graphics-2-3b2a5b04ac6d
#shader #phong #lighting
Medium
Light in Unity 2
Intro to Blinn Phong Lighting model
Rendering Pipeline In Unity - Shader Coding in Unity from a to z
Simple denoscription of unity rendering pipeline (looks more like a general rendering pipeline)
https://medium.com/shader-coding-in-unity-from-a-to-z/rendering-pipe-line-f0471aa0904b
#rendering #pipeline
Simple denoscription of unity rendering pipeline (looks more like a general rendering pipeline)
https://medium.com/shader-coding-in-unity-from-a-to-z/rendering-pipe-line-f0471aa0904b
#rendering #pipeline
Medium
Rendering Pipeline in Unity
Introduction to Rendering Pipeline in Unity
Shader Variables Data Types - Shader Coding in Unity from a to z
https://medium.com/shader-coding-in-unity-from-a-to-z/shader-variables-data-types-da31d16dba98
#shader #datatypes
https://medium.com/shader-coding-in-unity-from-a-to-z/shader-variables-data-types-da31d16dba98
#shader #datatypes
Medium
Shader Variables Data Types
Why we use different variable types when we are writing shaders?
Implement Sand balls mechanics
https://medium.com/@hemanthvanam/implement-sand-balls-mechanics-5557effd3195
Repo: https://github.com/Hemanth759/sand-balls-game
#mesh #deformation #sand #balls
https://medium.com/@hemanthvanam/implement-sand-balls-mechanics-5557effd3195
Repo: https://github.com/Hemanth759/sand-balls-game
#mesh #deformation #sand #balls
Medium
Implement Sand balls mechanics
This article teaches you how to implement the sand balls game mechanics in unity
Push Unity to its Maxium Performance | Art Optimization Tips | Game Design | Unite Now | Unity
https://resources.unity.com/unitenow/onlinesessions/optimization-tips-for-maximum-performance-part-1
More detailed manuals from Unity https://learn.unity.com/project/optimizing-for-performance-2019-3
#optimization
https://resources.unity.com/unitenow/onlinesessions/optimization-tips-for-maximum-performance-part-1
More detailed manuals from Unity https://learn.unity.com/project/optimizing-for-performance-2019-3
#optimization
Unity
Optimization Tips for Maximum Performance – Part 1
Join Unity evangelist Arturo Núñez to learn real-world best practices for optimizing game performance. He’ll provide many useful tips so you can get the most out of Unity and your game.
Custom memory profiler. Can be used along with default memory profiler for better analysis.
GitHub - pschraut/UnityHeapExplorer: A Memory Profiler, Debugger and Analyzer for Unity 2019.3 and newer.
https://github.com/pschraut/UnityHeapExplorer
#heap #explorer #memory #profiler
GitHub - pschraut/UnityHeapExplorer: A Memory Profiler, Debugger and Analyzer for Unity 2019.3 and newer.
https://github.com/pschraut/UnityHeapExplorer
#heap #explorer #memory #profiler
GitHub
GitHub - pschraut/UnityHeapExplorer: A Memory Profiler, Debugger and Analyzer for Unity 2019.3 and newer.
A Memory Profiler, Debugger and Analyzer for Unity 2019.3 and newer. - pschraut/UnityHeapExplorer
Simulating Liquids in Bottles with a Shader
https://80.lv/articles/simulating-liquids-in-a-bottle-with-a-shader
#shader #liquid #vfx
https://80.lv/articles/simulating-liquids-in-a-bottle-with-a-shader
#shader #liquid #vfx
80LV
Simulating Liquids in Bottles with a Shader
Gil Damoiseaux has recently shared the result of his attempt to recreate the liquid in a bottle effect from Alyx via a surface shader in Unity. In this article, he shared the technical details of his experiments with different kinds of liquids.
Announcing Microsoft.IO.RecycableMemoryStream
Microsoft.IO.RecyclableMemoryStream is a MemoryStream replacement that offers superior behavior for performance-critical systems. In particular it is optimized to do the following:
Eliminate Large Object Heap allocations by using pooled buffers
Incur far fewer gen 2 GCs, and spend far less time paused due to GC
Avoid memory leaks by having a bounded pool size
Avoid memory fragmentation
Provide excellent debuggability
Provide metrics for performance tracking
https://www.philosophicalgeek.com/2015/02/06/announcing-microsoft-io-recycablememorystream/
Repo: https://github.com/Microsoft/Microsoft.IO.RecyclableMemoryStream
Nuget: https://www.nuget.org/packages/Microsoft.IO.RecyclableMemoryStream/
#optimization #performance #recycable #memorystream
Microsoft.IO.RecyclableMemoryStream is a MemoryStream replacement that offers superior behavior for performance-critical systems. In particular it is optimized to do the following:
Eliminate Large Object Heap allocations by using pooled buffers
Incur far fewer gen 2 GCs, and spend far less time paused due to GC
Avoid memory leaks by having a bounded pool size
Avoid memory fragmentation
Provide excellent debuggability
Provide metrics for performance tracking
https://www.philosophicalgeek.com/2015/02/06/announcing-microsoft-io-recycablememorystream/
Repo: https://github.com/Microsoft/Microsoft.IO.RecyclableMemoryStream
Nuget: https://www.nuget.org/packages/Microsoft.IO.RecyclableMemoryStream/
#optimization #performance #recycable #memorystream
Philosophical Geek - Code and musings by Ben Watson
Announcing Microsoft.IO.RecycableMemoryStream | Philosophical Geek
It is with great pleasure that I announce the latest open source release from Microsoft. This time it’s coming from Bing. Before explaining what it is and how it works, I have to mention that nearly all of the work for actually getting this setup on GitHub…
How we applied SOLID principles on Sniper 3D
Part 1 about S & O: https://medium.com/tech-at-wildlife-studios/solid-principles-wildife-studios-gaming-815623fdbbde
Part2 about L, I, & D: https://medium.com/tech-at-wildlife-studios/solid-principles-sniper-3d-1c48023bd66e
#solid #architecture
Part 1 about S & O: https://medium.com/tech-at-wildlife-studios/solid-principles-wildife-studios-gaming-815623fdbbde
Part2 about L, I, & D: https://medium.com/tech-at-wildlife-studios/solid-principles-sniper-3d-1c48023bd66e
#solid #architecture
Medium
How we applied SOLID principles on Sniper 3D (part 1)
This series of articles will go beyond the typical patterns and show some real-life examples of applying SOLID on Sniper 3D
Unity Grass Shader Tutorial - Roystan
Awesome grass shader tutorial: step by step and very detailed
https://roystan.net/articles/grass-shader.html
Repo: https://github.com/IronWarrior/UnityGrassGeometryShader
#shader #grass
Awesome grass shader tutorial: step by step and very detailed
https://roystan.net/articles/grass-shader.html
Repo: https://github.com/IronWarrior/UnityGrassGeometryShader
#shader #grass
roystan.net
Unity Grass Geometry Shader Tutorial at Roystan
Learn to write a grass shader for Unity engine. Generate grass from an input mesh using a geometry shader, and control the density using tessellation. The blades of grass use a random function for size and angle variation, and cast and receive shadows.
Optimizing Unity's Build Size for Mobile Games | BusyBytes Blog
https://busybytes.com/blog/game-development/optimize-build-size-mobile-games-unity/
#build #optimization #size
https://busybytes.com/blog/game-development/optimize-build-size-mobile-games-unity/
#build #optimization #size
Android, iOS & Web Apps Agency
Optimizing Unity's Build Size for Mobile Games | BusyBytes Blog
How to optimize Unity's build size for mobile devices like Android and iOS. Develop for Google's Instant Play or WebGL! Get build sizes under 15 MB!
How Signals saved my architecture - Dev Genius
At first seems like a good solution, but as a number of signals grows it becomes hard to maintain and debug. In a big teams it is easy to miss existing signals and add a similar new one which makes the problem worse. Also additional debug tools become a requirement to work with a massive amount of signal to understand what is going on.
https://medium.com/dev-genius/how-signals-saved-my-architecture-39aa1274aa5
#architecture #signal
At first seems like a good solution, but as a number of signals grows it becomes hard to maintain and debug. In a big teams it is easy to miss existing signals and add a similar new one which makes the problem worse. Also additional debug tools become a requirement to work with a massive amount of signal to understand what is going on.
https://medium.com/dev-genius/how-signals-saved-my-architecture-39aa1274aa5
#architecture #signal
Medium
How Signals saved my architecture
I’ve been making games for 7 years now and programming for 10 years, not counting my years as a student of Computer Science. I’ve written…
Made a 122 page Level Design document where I gather useful senior dev knowledge. The goal was to gather up all this knowledge in one place. Both for learning and as reference
https://docs.google.com/document/d/1fAlf2MwEFTwePwzbP3try1H0aYa9kpVBHPBkyIq-caY/preview?pru=AAABcuufkH4*Vdgru1SP1Rzk19T_jd5eGA
#leveldesign #level
https://docs.google.com/document/d/1fAlf2MwEFTwePwzbP3try1H0aYa9kpVBHPBkyIq-caY/preview?pru=AAABcuufkH4*Vdgru1SP1Rzk19T_jd5eGA
#leveldesign #level
Google Docs
LD - In pursuit of better levels
Level Design In Pursuit of Better Levels Table of Contents 🔹Planning🔹
4 ❖ Concept process ❖
4 ❖ Metrics ❖
6 ❖ Prototyping & Blockout ❖
9 ⚒ Structural geometry ⚒
11 ⚒ Form follows function ⚒
11 ⚒ The Backdrop ⚒
12 ⚒ Check the scale ⚒
12…
4 ❖ Concept process ❖
4 ❖ Metrics ❖
6 ❖ Prototyping & Blockout ❖
9 ⚒ Structural geometry ⚒
11 ⚒ Form follows function ⚒
11 ⚒ The Backdrop ⚒
12 ⚒ Check the scale ⚒
12…
Unity Pattern: Stateless Scenes
Good idea, but not so clean implementation.
https://corepox.net/devlog/unity-pattern:-stateless-scenes
#stateless #scene
Good idea, but not so clean implementation.
https://corepox.net/devlog/unity-pattern:-stateless-scenes
#stateless #scene
Corepox
Unity Pattern: Stateless Scenes
Unity does not provide much direction on how to transfer game state between scenes. Some community suggestions are singletons, static variables or DontDestroyOnLoad. But these have other effects th…
Save Memory on Disabled GameObjects using Addressables. Can be quite handy when you are running low on memory, but loading/unloading assets is a lot slower than just enabling/disabling hierarchies.
https://thegamedev.guru/unity-addressables/save-memory-ondisable/
#memory #optimization
https://thegamedev.guru/unity-addressables/save-memory-ondisable/
#memory #optimization
TheGamedev.Guru
Unity: How to Save Memory on Disabled GameObjects
Upset at Unity's greedy behaviour? Stop this engine from stealing your memory on disabled game objects
'Witcher 3' on the Nintendo Switch: CPU & Memory Optimization
Hardcore Witcher 3 optimization for Switch.
A lot of old and new games are ported to Nintendo Switch; this talk will show that Switch is a capable platform that can run even the most demanding today's games with little loss in fidelity. We describe in detail CPU, Memory and Build size optimizations and tradeoffs we made during the development of Switch version of Witcher 3: The Wild Hunt.
https://www.gdcvault.com/play/1026635/-Witcher-3-on-the
#switch #optimization #cpu #gpu #memory
Hardcore Witcher 3 optimization for Switch.
A lot of old and new games are ported to Nintendo Switch; this talk will show that Switch is a capable platform that can run even the most demanding today's games with little loss in fidelity. We describe in detail CPU, Memory and Build size optimizations and tradeoffs we made during the development of Switch version of Witcher 3: The Wild Hunt.
https://www.gdcvault.com/play/1026635/-Witcher-3-on-the
#switch #optimization #cpu #gpu #memory
Gdcvault
'Witcher 3' on the Nintendo Switch: CPU & Memory Optimization (Presented by NVIDIA)
A lot of old and new games are ported to Nintendo Switch; this talk will show that Switch is a capable platform that can run even the most demanding today's games with little loss in fidelity. We describe in detail CPU, Memory and Build size...
Gamasutra: Mahesh Athirala's Blog - Practical Tips: Maximizing Your Unity Game's Performance [Part-1]
Super basic article about batching, light mapping, and occlusion culling.
Can be a startling point for looking at optimization of your game.
https://www.gamasutra.com/blogs/MaheshAthirala/20200624/365278/Practical_Tips_Maximizing_Your_Unity_Games_Performance_Part1.php
#optimization
Super basic article about batching, light mapping, and occlusion culling.
Can be a startling point for looking at optimization of your game.
https://www.gamasutra.com/blogs/MaheshAthirala/20200624/365278/Practical_Tips_Maximizing_Your_Unity_Games_Performance_Part1.php
#optimization
GAMASUTRA
Practical Tips: Maximizing Your Unity Game's Performance [Part-1]
The following blog post, unless otherwise noted, was written by a member of Gamasutra's community. The thoughts and opinions expressed are those of the writer and not Gamasutra or its parent company.
How to Analyze the Performance Cost of Your Unity Shaders
https://thegamedev.guru/unity-gpu-performance/shader-cost-analysis-mali-offline-compiler/
#gpu #profiling
https://thegamedev.guru/unity-gpu-performance/shader-cost-analysis-mali-offline-compiler/
#gpu #profiling
TheGamedev.Guru
How to Analyze the Performance Cost of Your Unity Shaders
In this post, you will learn how to analyze your unity shader complexity in numbers so your game can finally stop being fragment bound.