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.
The Bright Side of Ray-Traced Global Illumination in Unity
https://thegamedev.guru/unity-ray-tracing/global-illumination/
#gi
https://thegamedev.guru/unity-ray-tracing/global-illumination/
#gi
The Gamedev Guru
The Bright Side of Ray-Traced Global Illumination in Unity
Let's get back to ray tracing with Unity global illumination. See what's a better fit for you: baked GI, screen-space GI and ray-traced GI.
Working with Scriptable Objects and Blob Assets, and creating a Utility Class
https://neilmarkcorre.wordpress.com/2020/12/01/working-with-noscriptable-objects-and-blob-assets-and-creating-a-utility-class/
#blobasset #noscriptableobject
https://neilmarkcorre.wordpress.com/2020/12/01/working-with-noscriptable-objects-and-blob-assets-and-creating-a-utility-class/
#blobasset #noscriptableobject
Neil Mark Corre
Working with Scriptable Objects and Blob Assets, and creating a Utility Class
So, you want to convert noscriptable objects to data that you can use in your ECS systems – but, you can’t directly access SOs using pure ECS. Today, I’m going to share with you how…
How to Make a Game Like Monument Valley
https://www.raywenderlich.com/13582558-how-to-make-a-game-like-monument-valley
#feature #monument #valley
https://www.raywenderlich.com/13582558-how-to-make-a-game-like-monument-valley
#feature #monument #valley
kodeco.com
How to Make a Game Like Monument Valley
Learn to create a simple click-to-move game where you navigate a series of seemingly impossible platforms like in Monument Valley.
Automate your playtesting: Create Virtual Players for Game Simulation - Unity Technologies Blog
https://blogs.unity3d.com/2020/12/11/automate-your-playtesting-create-virtual-players-for-game-simulation/
#testing #simulation
https://blogs.unity3d.com/2020/12/11/automate-your-playtesting-create-virtual-players-for-game-simulation/
#testing #simulation
Unity
Automate your playtesting: Create virtual players for game simulation
It’s easy to automate playtesting by creating a Virtual Player (a game-playing agent), then using Game Simulation to run automated playtests with your Virtual Player at scale.
A Guide to Handling Huge Worlds in Unity – Part 1 – GameDev Academy
https://gamedevacademy.org/how-to-handle-huge-worlds-in-unity-part-1-deactivating-distant-regions-to-improve-performance/
#massive #world
https://gamedevacademy.org/how-to-handle-huge-worlds-in-unity-part-1-deactivating-distant-regions-to-improve-performance/
#massive #world
GameDev Academy
A Guide to Handling Huge Open Worlds in Unity – Part 1
Have you ever wondered how open worlds in video games work performance-wise?In this tutorial series, we're going to explore just how video games deal with huge worlds and make the best use of