Everyday Unity
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A game developer and tech lead in a top grossing company posting Unity, programming, and gamedev related stuff that I find interesting
Website: https://gamedev.center

Most used tags are:
#performance
#shader
#interview

Author: @alexmtr
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How much to slow animation down for giant creatures

1. Scale your creature to human size and set the animation speed such that it looks good at this scale; how a human would move if in that creature's shape.
2. Scale your creature up to target size.
3. Set the new animation speed to the speed at human scale divided by the square root of the factor you scaled up

https://tore-knabe.com/game-development-how-much-to-slow-animation-down-for-giant-creatures/

#animation
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Free eBooks by Unity

A handy collection of all books published by Unity Technologies

https://diegogiacomelli.com.br/free-ebooks-by-unity/

#book #guide
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Unity Octree

Simple octree implementation. Provides simple and fast octree generation and collision testing. Uses AABB's as the collision type, but can be extended to other things.

https://github.com/wmcnamara/unity-octree

#datastructure #octree #spacial
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Introduction to octrees

As an addition to the previous post: some theory about octree and use cases. Octrees are often used in 3D, so if you need it in 2D, then use quadtree which is basically the two-dimensional analogue of octree.

https://www.gamedev.net/tutorials/programming/general-and-gameplay-programming/introduction-to-octrees-r3529/

#datastructure #octree #spacial
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Clean Design Documentation Principles

A good set of principles to work with design docs. A good design phase saves a lot of time, as it makes you evaluate the requirements and think about corner cases way before it is engraved in stone (implemented in code).

https://medium.com/@tricky_fat_cat/clean-design-documentation-principles-59819b9913d6

#docs #gamedesign
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WFC (Wave Function Collapse) with Unity

This is an attempt at implementing a WFC procedural model generator with Unity.

https://github.com/keijiro/WfcMaze

#wfc #pcg
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To celebrate the release of Entities 1.0 Experimental, enjoy this fresh top ten links to help you get up to speed!

https://mobile.twitter.com/MrAndyPuppy/status/1574877468653420544

#ecs #entities
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Problem-Solving Techniques: The Sniper vs the General

I don't really agree with the metaphor, but the main point is valid: the probability of a successful guess drops with each attempt, so try to use both techniques when solving an issue.

https://betterprogramming.pub/problem-solving-techniques-the-sniper-vs-the-general-5620e2096003

#problemsolving #se #engineering
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Rendering A Card In URP

A very detailed post about rendering a card with a custom VFX.

https://fronkongames.github.io/Dawn-Of-The-Cards/article/rendering_a_card/

#urp #shader #card
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Performance traps of ref locals and ref returns in C#

Be cautious with ref returns because they can break encapsulation.
Be cautious with readonly ref returns because theyโ€™re more performant only for readonly structs and could cause performance issues for regular structs.
Be cautious with readonly ref locals because they also could cause performance issues for non-readonly structs causing defensive copy each time the variable is used.

https://devblogs.microsoft.com/premier-developer/performance-traps-of-ref-locals-and-ref-returns-in-c/

#struct #readonly #ref #performance
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