GitHub - KampinKarl1/Simple-Inventory: Use this simple inventory and pickup system for prototyping your game
https://github.com/KampinKarl1/Simple-Inventory
#inventory #craft
https://github.com/KampinKarl1/Simple-Inventory
#inventory #craft
GitHub
GitHub - KampinKarl1/Simple-Inventory: Includes an Inventory, Pickups, Crafting, and Mining as well as a camera and unit controller…
Includes an Inventory, Pickups, Crafting, and Mining as well as a camera and unit controller, and an object spawner for creating environmental objects. - KampinKarl1/Simple-Inventory
Graphics.DrawProcedural
https://www.ronja-tutorials.com/2020/09/16/draw-procedural.html
#drawprocedural
https://www.ronja-tutorials.com/2020/09/16/draw-procedural.html
#drawprocedural
Ronja-Tutorials
Graphics.DrawProcedural
The last tutorial was about compute shader basics, how to generate values, read them back to the cpu and use them. One critical aspect in all that is that copying data from the cpu to the gpu (from the ram to the vram) or back takes some time, so wouldn’t…
GitHub - Elringus/SpriteDicing: Unity extension for reusing sprite texture areas
https://github.com/Elringus/SpriteDicing
#sprite #dicing
https://github.com/Elringus/SpriteDicing
#sprite #dicing
GitHub
GitHub - elringus/sprite-dicing: Cross-engine tool for lossless compression of sprites with identical regions
Cross-engine tool for lossless compression of sprites with identical regions - elringus/sprite-dicing
The Law of Leaky Abstractions – Joel on Software
https://www.joelonsoftware.com/2002/11/11/the-law-of-leaky-abstractions/
#leaky #abstractions
https://www.joelonsoftware.com/2002/11/11/the-law-of-leaky-abstractions/
#leaky #abstractions
Joel on Software
The Law of Leaky Abstractions
There’s a key piece of magic in the engineering of the Internet which you rely on every single day. It happens in the TCP protocol, one of the fundamental building blocks of the Internet. TCP…
GitHub - Milun/unity-solidwire-shader: A simple shader which renders stylized wireframes while staying true (within reason) to the visual style of the Vectrex
https://github.com/Milun/unity-solidwire-shader
#solidwire #shader
https://github.com/Milun/unity-solidwire-shader
#solidwire #shader
GitHub
GitHub - Milun/unity-solidwire-shader: A simple shader which renders stylized wireframes while staying true (within reason) to…
A simple shader which renders stylized wireframes while staying true (within reason) to the visual style of the Vectrex - GitHub - Milun/unity-solidwire-shader: A simple shader which renders styliz...
The most dangerous constructor in .NET » André Snede
https://snede.net/the-most-dangerous-constructor-in-net/
#x509
https://snede.net/the-most-dangerous-constructor-in-net/
#x509
André Snede
The most dangerous constructor in .NET » André Snede
Never instantiate a X509Certificate2 by its constructor, it created ~20 million encrypted files on our disk, and used up 76 GB!
Unity and “The associated noscript cannot be loaded” error
https://medium.com/@FahimFarook/unity-and-the-associated-noscript-cannot-be-loaded-error-20809de1c770
#noscript #error
https://medium.com/@FahimFarook/unity-and-the-associated-noscript-cannot-be-loaded-error-20809de1c770
#noscript #error
Medium
Unity and “The associated noscript cannot be loaded” error
An adventure in figuring out a bug in Unity which caused game data files not to recognize the noscript they were associated with
Fixing Time.deltaTime in Unity 2020.2 for smoother gameplay: What did it take?
https://blogs.unity3d.com/2020/10/01/fixing-time-deltatime-in-unity-2020-2-for-smoother-gameplay-what-did-it-take/
#deltatime
https://blogs.unity3d.com/2020/10/01/fixing-time-deltatime-in-unity-2020-2-for-smoother-gameplay-what-did-it-take/
#deltatime
Unity Blog
Fixing Time.deltaTime in Unity 2020.2 for smoother gameplay: What did it take? | Unity Blog
Unity 2020.2 beta introduces a fix to an issue that afflicts many development platforms: inconsistent Time.deltaTime values, which lead to jerky, stuttering movements. Read this blog post to understand what was going on and how the upcoming version of Unity…
Option<T> for High Performance C#
https://coffeebraingames.wordpress.com/2020/09/27/optiont-for-high-performance-c/
#option #dots
https://coffeebraingames.wordpress.com/2020/09/27/optiont-for-high-performance-c/
#option #dots
COFFEE BRAIN GAMES
Option<T> for High Performance C#
Ages ago, I wrote about how the concept of null is a million dollar mistake and tried to replicate the concept of Option from other languages into C#. We are heavily using this in Academia for newe…
AspNetCoreDiagnosticScenarios/AsyncGuidance.md at master · davidfowl/AspNetCoreDiagnosticScenarios · GitHub
https://github.com/davidfowl/AspNetCoreDiagnosticScenarios/blob/master/AsyncGuidance.md
#async #await
https://github.com/davidfowl/AspNetCoreDiagnosticScenarios/blob/master/AsyncGuidance.md
#async #await
GitHub
AspNetCoreDiagnosticScenarios/AsyncGuidance.md at master · davidfowl/AspNetCoreDiagnosticScenarios
This repository has examples of broken patterns in ASP.NET Core applications - davidfowl/AspNetCoreDiagnosticScenarios
Mapping Complex types to/from JSON with JSON.Net
http://www.tiernok.com/posts/mapping-complex-types-tofrom-json-with-json-net.html
#json #dotnet #complex #object
http://www.tiernok.com/posts/mapping-complex-types-tofrom-json-with-json-net.html
#json #dotnet #complex #object
tiernok
Mapping Complex types to/from JSON with JSON.Net
<p>In an <a href="http://www.tiernok.com/posts/mapping-complex-types-tofrom-the-db-with-petapoco.html">earlier post</a> I introduced a strongly typed Identity object I am using in an ASP.Net Core application to make my code and error messages more readable.…
Task.Run vs Async Await
Threads, especially threads of the thread pool, are globally shared resources that belong to the development of the application. The creator of the library must never use Task.Run or any other method that creates threads because it is the app creator’s responsibility to decide when or if to create additional threads.
https://www.hexacta.com/task-run-vs-async-await/
#async #await #task #run
Threads, especially threads of the thread pool, are globally shared resources that belong to the development of the application. The creator of the library must never use Task.Run or any other method that creates threads because it is the app creator’s responsibility to decide when or if to create additional threads.
https://www.hexacta.com/task-run-vs-async-await/
#async #await #task #run
GlobalLogic Latam -
Productos Inteligentes, Plataformas y Servicios | GlobalLogic
GlobalLogic, una empresa del Grupo Hitachi, es un socio de ingeniería digital de confianza para las empresas más grandes y vanguardistas del mundo.
Dots, Crosses, and Looking at a Thing the Hard Way – Thinking Inside a Different Box
https://thinkinginsideadifferentbox.wordpress.com/2020/09/22/dots-crosses-and-looking-at-a-thing-the-hard-way/
https://thinkinginsideadifferentbox.wordpress.com/2020/09/22/rotation-matrices-and-looking-at-a-thing-the-easy-way/
#vector #algebra #dot #cross #lookat
https://thinkinginsideadifferentbox.wordpress.com/2020/09/22/dots-crosses-and-looking-at-a-thing-the-hard-way/
https://thinkinginsideadifferentbox.wordpress.com/2020/09/22/rotation-matrices-and-looking-at-a-thing-the-easy-way/
#vector #algebra #dot #cross #lookat
Thinking Inside a Different Box
Dots, Crosses, and Looking at a Thing the Hard Way
(part one of two)(Part 2 – Rotation Matrices and Looking at a Thing the Easy Way) In my game world I have a camera, and as it turns out, I often need it to look at something important. If you…
🔴Just made a game changing discovery: VS can break on a NullRef (or any exception)! Now I can see what caused it without re-running or adding printfs etc. Not sure how I made it this far without knowing it, but my life is so much better now
https://nitter.net/fishtopher/status/1313067242305794048#m
#tips #debugger
https://nitter.net/fishtopher/status/1313067242305794048#m
#tips #debugger
Nitter
Chris (@fishtopher)
🔴Just made a game changing discovery: VS can break on a NullRef (or any exception)!
Now I can see what caused it without re-running or adding printfs etc.
Not sure how I made it this far without knowing it, but my life is so much better now.
#unitytips
Now I can see what caused it without re-running or adding printfs etc.
Not sure how I made it this far without knowing it, but my life is so much better now.
#unitytips
Tips for working more effectively with the Asset Database
https://blogs.unity3d.com/2020/10/06/tips-for-working-more-effectively-with-the-asset-database/
#asset #database #tips
https://blogs.unity3d.com/2020/10/06/tips-for-working-more-effectively-with-the-asset-database/
#asset #database #tips
Unity Blog
Tips for working more effectively with the Asset Database | Unity Blog
The Asset Import Pipeline v2 is the new default asset pipeline in Unity, replacing the Asset Import Pipeline v1 with a rewritten asset database to enable fast platform switching. It lays the foundations for scalable asset imports with robust dependency tracking.…
Unity Native IOS Plugin: Bridge between Swift and Unity3D
A very basic article with basic plugin communication
https://medium.com/@habibur.rahman.ovie/unity-native-ios-plugin-bridge-between-swift-and-unity3d-d88861d0f456
#native #ios
A very basic article with basic plugin communication
https://medium.com/@habibur.rahman.ovie/unity-native-ios-plugin-bridge-between-swift-and-unity3d-d88861d0f456
#native #ios
Medium
Unity Native IOS Plugin: Bridge between Swift and Unity3D
Unity3D is a powerful game engine with strong native support. Today I am talking about the native IOS plugin in Unity. Unity can not…
My take on shaders: Stylized water shader – Harry Alisavakis
https://halisavakis.com/my-take-on-shaders-stylized-water-shader/
#water #shader
https://halisavakis.com/my-take-on-shaders-stylized-water-shader/
#water #shader