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
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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 handleโฆ
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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
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.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 ยท Maoni0/mem-doc
This is a document to help with .NET memory analysis and diagnostics. - Maoni0/mem-doc
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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
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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
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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
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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 inโฆ
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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
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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
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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, Iโm no longer posting new content on gafferongames.com
Please check out my new blog at mas-bandwidth.com! Introduction Hi, Iโm Glenn Fiedler and welcome to Networking for Game Programmers.
In this article we start with the most basic aspectโฆ
Please check out my new blog at mas-bandwidth.com! Introduction Hi, Iโm Glenn Fiedler and welcome to Networking for Game Programmers.
In this article we start with the most basic aspectโฆ
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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
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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
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KNN: Fast K-Nearest Neighbour Library for Unity DOTS. It uses K-D trees to speed up queries.
https://github.com/ArthurBrussee/KNN
#search #nearest #neighbour
https://github.com/ArthurBrussee/KNN
#search #nearest #neighbour
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Intro To Raymarching
Raymarching implementation using shader
https://www.patreon.com/posts/64940246
#raymarching #shader
Raymarching implementation using shader
https://www.patreon.com/posts/64940246
#raymarching #shader
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Game Math: Dot Product, Rulers, And Bouncing Balls
The dot product is a simple yet extremely useful mathematical tool. It encodes the relationship between two vectorsโ magnitudes and directions into a single value. It is useful for computing projection, reflection, lighting, and so much more.
https://allenchou.net/2020/01/dot-product-projection-reflection/
#math #dotproduct #projection
The dot product is a simple yet extremely useful mathematical tool. It encodes the relationship between two vectorsโ magnitudes and directions into a single value. It is useful for computing projection, reflection, lighting, and so much more.
https://allenchou.net/2020/01/dot-product-projection-reflection/
#math #dotproduct #projection
Ming-Lun "Allen" Chou | ๅจๆๅซ
Game Math: Dot Product, Rulers, And Bouncing Balls | Ming-Lun "Allen" Chou | ๅจๆๅซ
[latexpage] ๆฌๆไนไธญๆ็ฟป่ญฏๅจๆญค Prerequisites Trignometry Basics โ Sine & CosineTrigonometry Basics โ Tangent, Triangles, And CannonballsInverse Trigonometric Functions, Slope Angles, And Facing Objects Overview The dot product is a simple yet extremely useful mathematicalโฆ
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Simple Roads
A free kit for building any kind of road. From curvy race tracks, to busy city junctions. Supports elevations and ramps so your cities and tracks don't have to be flat and boring.
https://assetstore.unity.com/packages/3d/environments/roadways/simple-roads-212360
#road #roadsystem
A free kit for building any kind of road. From curvy race tracks, to busy city junctions. Supports elevations and ramps so your cities and tracks don't have to be flat and boring.
https://assetstore.unity.com/packages/3d/environments/roadways/simple-roads-212360
#road #roadsystem
Unity Asset Store
Simple Roads | 3D Roadways | Unity Asset Store
Elevate your workflow with the Simple Roads asset from Stepan Drunks. Find this & other Roadways options on the Unity Asset Store.
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Unity Programming Patterns
A collection of programming patterns in Unity with examples when to use them. These are primarily from the book "Game Programming Patterns," but translated from C++ to C#
https://github.com/Habrador/Unity-Programming-Patterns
#pattern
A collection of programming patterns in Unity with examples when to use them. These are primarily from the book "Game Programming Patterns," but translated from C++ to C#
https://github.com/Habrador/Unity-Programming-Patterns
#pattern
GitHub
GitHub - Habrador/Unity-Programming-Patterns: Implementations of programming design patterns in Unity with examples in C# whenโฆ
Implementations of programming design patterns in Unity with examples in C# when to use them. - Habrador/Unity-Programming-Patterns
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UnityTutorials-RTS: The code for series of tutorials on how to make a real-time stategy (RTS) game in Unity
https://github.com/MinaPecheux/UnityTutorials-RTS
#rts #strategy
https://github.com/MinaPecheux/UnityTutorials-RTS
#rts #strategy
GitHub
GitHub - MinaPecheux/UnityTutorials-RTS: The code for my series of tutorials on how to make a real-time stategy (RTS) game in theโฆ
The code for my series of tutorials on how to make a real-time stategy (RTS) game in the well-know Unity game engine (with C# scripting)! - MinaPecheux/UnityTutorials-RTS
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Sidekick: Inspect all fields, properties and methods in Unity editor, fire methods and events, inspect hidden objects
https://github.com/sabresaurus/Sidekick
#editortools
https://github.com/sabresaurus/Sidekick
#editortools
GitHub
GitHub - sabresaurus/Sidekick: Inspect all fields, properties and methods in Unity editor
Inspect all fields, properties and methods in Unity editor - GitHub - sabresaurus/Sidekick: Inspect all fields, properties and methods in Unity editor
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