TGViewer
Channel Public Channel
Everyday Unity

Everyday Unity

@everydayunity

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
Subscribers
1.18K
Photos
169
Videos
61
Links
2.4K

Showing posts older than #1611 · Back to latest

Older Posts 20 shown
Post #1610 65
4 tips for refactoring your code for readability

As I work in a big team on a game-service I cannot emphasize more how these principles are extremely important:
- Consistency
- Conventions
- Intent
- Brevity
Well, even if you work alone it still applies, since most likely you will read it many times in the future. These principles will save you a bunch of time later.

https://youtu.be/7oZBfpI_hxI

#cleancode #readability #refactoring
YouTube 4 Tips for Refactoring Your Code for Readability Sign up for the Level 2 Game Dev Newsletter: http://eepurl.com/gGb8eP Refactoring your code on a regular basis is a good way to reduce technical debt. But refactoring is a skill that can take years to perfect. That's why I focus each refactoring session…
Post #1608 61
How to unit test a class that uses static API

Unit tests validate code in isolation, but if it uses statics you cannot mock this dependency, therefore a subject under test cannot be properly isolated and unit tested. This trick makes the code testable, as well as introduces an important principle that improves your architecture by making it cleaner and more flexible.

https://gamedev.center/how-to-unit-test-a-class-that-uses-static-api/

#testing #cleancode #architecture #testrunner
gamedev.center How to unit test a class that uses static API and greatly improve architecture in one simple step This trick makes the code testable, as well as introduces an important principle that improves your architecture by making it cleaner and more flexible
  • 👍 1
Post #1607 57
Stalling a GPU

- Remember that a shader is more like a bunch of jobs than serial GPU code, even though the syntax looks like serial code
- Avoid introducing extra dependencies between those jobs, and understand the dependencies you have as they can hint to additional optimizations
- The cost of certain operations can be completely masked by this parallelism.
- The cost of all texture samples are not the same

https://medium.com/@jasonbooth_86226/stalling-a-gpu-7faac66b11b9

#shader #optimization
Medium Stalling a GPU Lets consider this piece of shader code
Post #1606 58
Post #1605 64
Intro to Jobs/Burst/DoD.

How performance of a common MonoBehaviour approach can be improved by x200 with jobs and burst. Of course it's kind of artificial example, but on the large scale performance gains look awesome. And the author is a real "heavyweight" engineer from Unity, definitely worth checking his other posts.

https://medium.com/@jasonbooth_86226/intro-to-jobs-burst-dod-66c6b81c017f

#jobs #burst #performance #dod
Medium Intro to Jobs/Burst/DoD I often talk about performance gains I get on projects and people simply don’t believe them, especially when things get 100 times faster…
Post #1601 48
Create the ScriptableData data object if none is set (in the same folder as the prefab) extension for MonoBehaviour.
Use OdinInspector's [InlineEditor] attribute, to show the contents of the linked object in a Foldout.

https://twitter.com/noio_games/status/1412705091639992320

#scriptableobject #workflow #editortool
Twitter thomas ⛰ vandenberg Here goes a little #UnityTips 🧵 This is a workflow/system that I think some of you will have definitely built before. Storing "design-time values" for Prefabs separately from the Prefab (i.e. in a ScriptableObject) Imagine your game has this Rubber Duck as…
Post #1600 44
Post #1599 47
An interesting benchmark of multiple Where vs && in Linq

#linq #performance
Post #1598 45
Post #1597 44
You might be thinking about shader performance wrong

Another rant on how memory access is slow, but has absolutely stunning animations quality, which the author made in Unity. Not really sure if this approach is faster than doing the same in some video editor, but definitely looks awesome

https://youtu.be/7YPPFIqUN84

#gpumemory #performance
YouTube How To Write Fast Shaders Shaders performance test: https://docs.google.com/document/d/1-Z4MgbycD0ZWRs877pf1Z6PXv5ZZR295R9rk_XUthrc/edit?usp=sharing Data Oriented Desing: https://gameprogrammingpatterns.com/data-locality.html https://youtu.be/rX0ItVEVjHc RDR 2 graphics study by…
Post #1596 41
Post #1595 41
Post #1593 40
Post #1592 45
The Unity Shaders Bible.
Learn shaders in Unity, starting with the basics and finishing with advanced concepts. The book includes a detailed explanation of languages like Cg, HLSL, ShaderLab, and Shader Graph.
More than nine years of experience and techniques used in such titles like Star Wars GD, Nom Noms, and Super Studio Frozen 2, exposed in a single book.

https://learn.jettelly.com/course/unity-shader-bible/usb-chapter-1/preface/

#shader #book #shadersbible
Learn. Preface | Jettelly Learn One of the biggest problems that video game developers have when they start studying shaders in Unity is that there is little information for beginners on the
Post #1591
Channel photo updated
Older posts →
Threads Profile ViewerView any public Threads profile without an account.Open ThreadLook →Writing with AI? Make it sound human.Metric37 rewrites AI drafts so they read naturally. Free AI detector, 1,500 words free.Try Metric37 →