How Do Games Render So Much Grass?
Video about billboarding grass. A perfect solution for games with a fixed camera
https://m.youtube.com/watch?v=Y0Ko0kvwfgA
#grass #billboard
Video about billboarding grass. A perfect solution for games with a fixed camera
https://m.youtube.com/watch?v=Y0Ko0kvwfgA
#grass #billboard
YouTube
How Do Games Render So Much Grass?
An overview of my grass rendering explorations and an implementation of billboard grass, a common technique used in nearly every single video game.
Support me on Patreon!
https://www.patreon.com/acerola_t
Twitter: https://twitter.com/Acerola_t
Twitch: β¦
Support me on Patreon!
https://www.patreon.com/acerola_t
Twitter: https://twitter.com/Acerola_t
Twitch: β¦
π4
Modern Foliage Rendering
The 2nd and 3rd part of the previous video. 3D grass rendering and optimization
Theory: https://m.youtube.com/watch?v=jw00MbIJcrk
Optimization: https://youtu.be/PNvlqsXdQic
Repo: https://github.com/GarrettGunnell/Grass
#grass #shader
The 2nd and 3rd part of the previous video. 3D grass rendering and optimization
Theory: https://m.youtube.com/watch?v=jw00MbIJcrk
Optimization: https://youtu.be/PNvlqsXdQic
Repo: https://github.com/GarrettGunnell/Grass
#grass #shader
YouTube
Modern Foliage Rendering
While billboard grass is a performant, easy option for visualizing grass, modern games like Breath Of The Wild are able to utilize real geometry to get more interesting and appealing foliage. How can games nowadays afford to do so?
Twitter: https://twitβ¦
Twitter: https://twitβ¦
π4
DMotion - A high level Animation Framework for Unity DOTS
DMotion (DOTS Motion) is a general purpose Animation framework and State Machine for DOTS, built on top of Kinemation (Kinemation doesn't officially support any platform except Windows though as one of its dependencies wasn't compiled to be tested on other platforms)
https://github.com/gamedev-pro/dmotion
#animator #dots
DMotion (DOTS Motion) is a general purpose Animation framework and State Machine for DOTS, built on top of Kinemation (Kinemation doesn't officially support any platform except Windows though as one of its dependencies wasn't compiled to be tested on other platforms)
https://github.com/gamedev-pro/dmotion
#animator #dots
GitHub
GitHub - gabrieldechichi/dmotion: DMotion - A high level Animation Framework for Unity DOTS
DMotion - A high level Animation Framework for Unity DOTS - gabrieldechichi/dmotion
π4
This media is not supported in your browser
VIEW IN TELEGRAM
Making Custom Car Physics in Unity
https://m.youtube.com/watch?v=CdPYlj5uZeI
#carphysics #vehiclephysics
https://m.youtube.com/watch?v=CdPYlj5uZeI
#carphysics #vehiclephysics
π5
EasyNoise: An open source unity noise library
Easy generation of noise and falloff for fast iterations. Use gradient and generate texture for your terrain with just a few lines of code.
Can come in quite handy for prototyping.
https://github.com/AndreaDev3D/EasyNoise
#noise #noisegeneration
Easy generation of noise and falloff for fast iterations. Use gradient and generate texture for your terrain with just a few lines of code.
Can come in quite handy for prototyping.
https://github.com/AndreaDev3D/EasyNoise
#noise #noisegeneration
GitHub
GitHub - AndreaDev3D/EasyNoise: A free unity noise library
A free unity noise library. Contribute to AndreaDev3D/EasyNoise development by creating an account on GitHub.
π3
Unity UI Blur In HDRP
The author shares 6 methods on how to do a Unity UI panel blur in HDRP
https://www.turiyaware.com/blog/unity-ui-blur-in-hdrp
#blur #hdrp #uiblur
The author shares 6 methods on how to do a Unity UI panel blur in HDRP
https://www.turiyaware.com/blog/unity-ui-blur-in-hdrp
#blur #hdrp #uiblur
TuriyaWare
Unity UI Blur In HDRP β TuriyaWare
August 9, 2020 Last Updated: November 4, 2021
π3
Understanding Unityβs serialization language, YAML
This blog post unpacks Unityβs serialization system, and shares use cases of what can be achieved by modifying Asset files directly.
https://blog.unity.com/technology/understanding-unitys-serialization-language-yaml
#serialization #yaml
This blog post unpacks Unityβs serialization system, and shares use cases of what can be achieved by modifying Asset files directly.
https://blog.unity.com/technology/understanding-unitys-serialization-language-yaml
#serialization #yaml
Unity
Understanding Unityβs serialization language, YAML
Did you know that you can edit any kind of asset without the hassle of dealing with serialization languages like XML or JSON in the Unity Editor? While this works most of the time, however, there are some instances where you must modify your files directly.β¦
π2
The magic of Material Property Blocks
Use it in situations where you want to draw multiple objects with the same material, but slightly different properties. For example, if you want to slightly change the color of each mesh drawn. Changing the render state is not supported.
http://thomasmountainborn.com/2016/05/25/materialpropertyblocks/
#mpb #materialpropertyblock #optimization
Use it in situations where you want to draw multiple objects with the same material, but slightly different properties. For example, if you want to slightly change the color of each mesh drawn. Changing the render state is not supported.
http://thomasmountainborn.com/2016/05/25/materialpropertyblocks/
#mpb #materialpropertyblock #optimization
π2
Patterns & Practices for efficiently handling C# async/await cancel processing and timeouts
https://neuecc.medium.com/patterns-practices-for-efficiently-handling-c-async-await-cancel-processing-and-timeouts-b419ce5f69a4
#async #cancellation
https://neuecc.medium.com/patterns-practices-for-efficiently-handling-c-async-await-cancel-processing-and-timeouts-b419ce5f69a4
#async #cancellation
Medium
Patterns & Practices for efficiently handling C# async/await cancel processing and timeouts
One important use of async/await is proper cancellation processing. Create a CancellationTokenSource, pass a CancellationToken, and handleβ¦
π5
Why I Fell in Love With Local Functions in C#
Lambdas vs Local Functions
https://medium.com/the-unpopular-opinions-of-a-senior-developer/why-i-fell-in-love-with-local-functions-in-c-c41931c37a35
#csharp #lambda #localfunction
Lambdas vs Local Functions
https://medium.com/the-unpopular-opinions-of-a-senior-developer/why-i-fell-in-love-with-local-functions-in-c-c41931c37a35
#csharp #lambda #localfunction
Medium
Why I Fell in Love With Local Functions in C#!
The Touchy Feely Part
π4
.NET Memory Performance Analysis
Even though the title mentions analysis, the first part is purely theoretical and has a gentle introduction into memory management on the OS level and a deeper description of memory management and GC in .NET.
Disclaimer: Unity uses a different garbage collector, but still there is plenty of info in the post that can be useful even for working with Unity, as well as it's definitely a good read if you'd like to look a bit around Unity.
https://github.com/Maoni0/mem-doc/blob/master/doc/.NETMemoryPerformanceAnalysis.md
#memory #gc
Even though the title mentions analysis, the first part is purely theoretical and has a gentle introduction into memory management on the OS level and a deeper description of memory management and GC in .NET.
Disclaimer: Unity uses a different garbage collector, but still there is plenty of info in the post that can be useful even for working with Unity, as well as it's definitely a good read if you'd like to look a bit around Unity.
https://github.com/Maoni0/mem-doc/blob/master/doc/.NETMemoryPerformanceAnalysis.md
#memory #gc
GitHub
mem-doc/doc/.NETMemoryPerformanceAnalysis.md at master Β· Maoni0/mem-doc
This is a document to help with .NET memory analysis and diagnostics. - Maoni0/mem-doc
π3
Infinite procedurally generated city with the Wave Function Collapse algorithm
https://marian42.de/article/wfc/
Repo: https://github.com/marian42/wavefunctioncollapse
#wfc #wavefunctioncollapse
https://marian42.de/article/wfc/
Repo: https://github.com/marian42/wavefunctioncollapse
#wfc #wavefunctioncollapse
Marian's Blog
Infinite procedurally generated city with the Wave Function Collapse algorithm
Infinite procedurally generated city with the Wave Function Collapse algorithm - Personal blog about game development, programming and making
π5
Dissolve Effect in Shader Graph and URP
Breaking down a world-space dissolve shader
https://danielilett.com/2020-04-15-tut5-4-urp-dissolve/
#dissolve #shadergraph
Breaking down a world-space dissolve shader
https://danielilett.com/2020-04-15-tut5-4-urp-dissolve/
#dissolve #shadergraph
Daniel Ilett: Games | Shaders | Tutorials
Dissolve Effect in Shader Graph and URP
Breaking down a world-space dissolve shader
π3
This media is not supported in your browser
VIEW IN TELEGRAM
Unity Traffic Simulation
A Unity asset that lets you easily simulate very simple traffic into your scene.
https://github.com/mchrbn/unity-traffic-simulation
#traffic
A Unity asset that lets you easily simulate very simple traffic into your scene.
https://github.com/mchrbn/unity-traffic-simulation
#traffic
π4
Compute Shaders: Grass Rendering
The title is a bit misleading, as the author still uses geometry shader to generate grass blades, so it doesn't work on Metal. But it is still an interesting example as the compute shader is used to calculate multiple objects interaction with grass.
https://medium.com/dotcrossdot/compute-shaders-grass-rendering-6916a9dd008e
#grass #compute #shader
The title is a bit misleading, as the author still uses geometry shader to generate grass blades, so it doesn't work on Metal. But it is still an interesting example as the compute shader is used to calculate multiple objects interaction with grass.
https://medium.com/dotcrossdot/compute-shaders-grass-rendering-6916a9dd008e
#grass #compute #shader
Medium
Compute Shaders: Grass Rendering
This is a grass rendering system that I have worked on for some time. I wanted to make something that looked like the grass inβ¦
π3
This media is not supported in your browser
VIEW IN TELEGRAM
Frame-specific attacks in Unity
There are a lot of examples where it can be used, but basically it gives more control over animations which gives us more possibilities to implement different features.
http://strangewire.blogspot.com/2019/09/frame-specific-attacks-in-unity.html
#frameattacks #attacks
There are a lot of examples where it can be used, but basically it gives more control over animations which gives us more possibilities to implement different features.
http://strangewire.blogspot.com/2019/09/frame-specific-attacks-in-unity.html
#frameattacks #attacks
π4
This media is not supported in your browser
VIEW IN TELEGRAM
Vertex Displacement
How to displace vertices and recalculate normals manually in a surface shader.
https://www.ronja-tutorials.com/post/015-wobble-displacement/
#shader #vertexdisplacement #deformation #normals
How to displace vertices and recalculate normals manually in a surface shader.
https://www.ronja-tutorials.com/post/015-wobble-displacement/
#shader #vertexdisplacement #deformation #normals
π3
UDP vs. TCP
When writing a network game, we first need to choose what type of socket to use. Do we use TCP sockets, UDP sockets or a mixture of both?
https://gafferongames.com/post/udp_vs_tcp/
#udp #tcp #networking #netcode
When writing a network game, we first need to choose what type of socket to use. Do we use TCP sockets, UDP sockets or a mixture of both?
https://gafferongames.com/post/udp_vs_tcp/
#udp #tcp #networking #netcode
Gaffer On Games
UDP vs. TCP | Gaffer On Games
Hello readers, Iβm no longer posting new content on gafferongames.com
Please check out my new blog at mas-bandwidth.com! Introduction Hi, Iβm Glenn Fiedler and welcome to Networking for Game Programmers.
In this article we start with the most basic aspectβ¦
Please check out my new blog at mas-bandwidth.com! Introduction Hi, Iβm Glenn Fiedler and welcome to Networking for Game Programmers.
In this article we start with the most basic aspectβ¦
π3
UnsafeCollections
This project contains various collections that perform no managed memory allocation. It alleviates GC (Garbage Collector) pressure useful for usecases such as Unity.
https://github.com/DennisCorvers/UnsafeCollections
#collection #unsafe #nativecollection
This project contains various collections that perform no managed memory allocation. It alleviates GC (Garbage Collector) pressure useful for usecases such as Unity.
https://github.com/DennisCorvers/UnsafeCollections
#collection #unsafe #nativecollection
GitHub
GitHub - DennisCorvers/UnsafeCollections: Various collections which are completely unmanaged by the GC
Various collections which are completely unmanaged by the GC - DennisCorvers/UnsafeCollections
π3
Move on over to the Universal Render Pipeline with our advanced guide
https://blog.unity.com/technology/move-on-over-to-the-universal-render-pipeline-with-our-advanced-guide
#urp #book
https://blog.unity.com/technology/move-on-over-to-the-universal-render-pipeline-with-our-advanced-guide
#urp #book
π4