Creative ways to optimize the game based on your features
https://thesaplinggame.com/devlogs/optimization.html
#optimization
https://thesaplinggame.com/devlogs/optimization.html
#optimization
Thesaplinggame
Optimization: what I did to make the game 300 times faster
A major point of feedback for evolution simulator The Sapling is that the players wanted larger levels. To make this possible, I spent three months optimizing the underlying game engine. This article is an in-depth explanation of one of the main insights…
Outline for spine 2d objects with stencil buffer like effect - Unity Forum
https://forum.unity.com/threads/help-to-find-an-asset-solution.755273/
#shader #outline #2d
https://forum.unity.com/threads/help-to-find-an-asset-solution.755273/
#shader #outline #2d
Unity Forum
Help to find an asset/solution
Hey. Can anyone please advise me good Outline effect? I tried free assets and basically all that are based on shaders showed me this:
[IMG]
I use Spine...
[IMG]
I use Spine...
URP and GPU instancing & MPB
Cheat sheet about gpu instancing and SRP batcher
https://cmwdexint.com/2020/07/13/urp-and-gpu-instancing-mpb/
#srp #batcher
Cheat sheet about gpu instancing and SRP batcher
https://cmwdexint.com/2020/07/13/urp-and-gpu-instancing-mpb/
#srp #batcher
Ming Wai Chan
URP and GPU instancing & MPB
Tested with: 2020.1.0b16.4138 + URP 9.0.0-preview.38, Windows DX11 Objects with same material & same property values SRP batcher ONmaterial GPU instancing OFFSRP batchedSRP batcher ONmaterial G…
Unity Services that we actually use
https://coffeebraingames.wordpress.com/2020/10/31/unity-services-that-we-actually-use/
#service
https://coffeebraingames.wordpress.com/2020/10/31/unity-services-that-we-actually-use/
#service
COFFEE BRAIN GAMES
Unity Services that we actually use
Unity gets flak about how their services suck. I don’t necessarily share the same sentiment. In fact, I don’t know what they’re talking about. I’m not sure if they’re …
What is the Unity Asset Store and how to make money on it?
https://www.gamasutra.com/blogs/KonstantinSaetsky/20201103/373053/What_is_the_Unity_Asset_Store_and_how_to_make_money_on_it.php
#assetstore
https://www.gamasutra.com/blogs/KonstantinSaetsky/20201103/373053/What_is_the_Unity_Asset_Store_and_how_to_make_money_on_it.php
#assetstore
GAMASUTRA
What is the Unity Asset Store and how to make money on it?
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. I have been a publisher of the
ComputeShader.SetFloats() – Ming Wai Chan
https://cmwdexint.com/2017/12/04/computeshader-setfloats/#more-837
#compute #shader #setfloats
https://cmwdexint.com/2017/12/04/computeshader-setfloats/#more-837
#compute #shader #setfloats
Ming Wai Chan
ComputeShader.SetFloats()
Originally I have in C# _floatArray = new float[2]; _floatArray[0] = 1f; _floatArray[1] = 0.5f; Compute Shader float FloatArray[2]; And use ComputeShader.SetFloats() to pass the values from C# to C…
Deform MeshCollider with Compute Shader – Ming Wai Chan
https://cmwdexint.com/2017/10/20/deform-meshcollider-with-compute-shader/
#compute #shader #deform #collider
https://cmwdexint.com/2017/10/20/deform-meshcollider-with-compute-shader/
#compute #shader #deform #collider
Ming Wai Chan
Deform MeshCollider with Compute Shader
If you want to do something like this: In C# : You need a for loop which -> iterates a few ten-thousands vertices, and then -> for each vertex, you need to calculate the distance betwe…
GitHub - cinight/MinimalCompute
Compute shader examples
https://github.com/cinight/MinimalCompute
#compute #shader
Compute shader examples
https://github.com/cinight/MinimalCompute
#compute #shader
GitHub
GitHub - cinight/MinimalCompute
Contribute to cinight/MinimalCompute development by creating an account on GitHub.
Indirect Compute Shader
Direct means CPU tells GPU to execute work, amount of work is given by CPU
Indirect means CPU tells GPU to execute work, amount of work is calculated in GPU
https://cmwdexint.com/2017/10/20/indirect-compute-shader/
#indirect #compute #shader
Direct means CPU tells GPU to execute work, amount of work is given by CPU
Indirect means CPU tells GPU to execute work, amount of work is calculated in GPU
https://cmwdexint.com/2017/10/20/indirect-compute-shader/
#indirect #compute #shader
Ming Wai Chan
Indirect Compute Shader
Direct means CPU tells GPU to execute work, amount of work is given by CPU Indirect means CPU tells GPU to execute work, amount of work is calculated in GPU
GitHub - Perfare/AssetStudio: AssetStudio is a tool for exploring, extracting and exporting assets and assetbundles.
https://github.com/Perfare/AssetStudio
#assetstudio
https://github.com/Perfare/AssetStudio
#assetstudio
GitHub
GitHub - Perfare/AssetStudio: AssetStudio is a tool for exploring, extracting and exporting assets and assetbundles.
AssetStudio is a tool for exploring, extracting and exporting assets and assetbundles. - Perfare/AssetStudio
Compute Shader and Compute Buffer – Ming Wai Chan
https://cmwdexint.com/2017/07/16/compute-shader-and-compute-buffer/#more-431
#compute #buffer
https://cmwdexint.com/2017/07/16/compute-shader-and-compute-buffer/#more-431
#compute #buffer
Ming Wai Chan
Compute Shader and Compute Buffer
Since there are so many detailed tutorial about compute shaders so I’m not going to explain every line of the code. Here are just some basic concept.
[Good for shader debug] UAV RandomWriteTarget – Ming Wai Chan
https://cmwdexint.com/2017/06/16/good-for-shader-debug-uav-randomwritetarget/
#shader #debug
https://cmwdexint.com/2017/06/16/good-for-shader-debug-uav-randomwritetarget/
#shader #debug
Ming Wai Chan
[Good for shader debug] UAV RandomWriteTarget
Send data to c# noscript from shader: vert/frag and surface shaders!
Mobile Graphics Optimization (for Artists) – Ming Wai Chan
https://cmwdexint.com/2017/05/06/mobile-graphics-optimization-for-artists/
#mobile #graphics #optimization
https://cmwdexint.com/2017/05/06/mobile-graphics-optimization-for-artists/
#mobile #graphics #optimization
Ming Wai Chan
Mobile Graphics Optimization (for Artists)
Unite Europe 2016 – Optimizing Mobile Applications Slide:
UnityObjectToClipPos(use float4 instead of float3) – Ming Wai Chan
https://cmwdexint.com/2017/05/06/unityobjecttoclipposuse-float4-instead-of-float3/
#shader
https://cmwdexint.com/2017/05/06/unityobjecttoclipposuse-float4-instead-of-float3/
#shader
Ming Wai Chan
UnityObjectToClipPos(use float4 instead of float3)
In the past, we uses mul(UNITY_MATRIX_MVP, v.vertex) to convert vertex position from local to world space. v.vertex is float4 which has w component. But in most cases w is = 1. To make vertex shade…
unitytips: Tuple Patterns | Giacomelli | C# programmer and Unity 3D gamedev
https://diegogiacomelli.com.br/unitytips-tuple-patterns/
#tuple
https://diegogiacomelli.com.br/unitytips-tuple-patterns/
#tuple
diegogiacomelli.com.br
unitytips: Tuple Patterns
Unity started to supporting C# 8.0 with version 2020.2 beta and now we can start to use some new features like the Tuple Patterns.
Best practices for writing unit tests - .NET Core | Microsoft Docs
https://docs.microsoft.com/en-us/dotnet/core/testing/unit-testing-best-practices
#unit #testing
https://docs.microsoft.com/en-us/dotnet/core/testing/unit-testing-best-practices
#unit #testing
Docs
Best practices for writing unit tests - .NET
Learn best practices for writing unit tests that drive code quality and resilience for .NET Core and .NET Standard projects.