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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
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Showing posts older than #1631 · Back to latest

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Post #1630 83
Procedural Generation with Cellular Automata

A CPU-based approach to procedurally generate cave-like structures. Looks like it can be rewritten with compute shader as an improvement, but don't forget to profile tho if you end up using this or similar algorithm, CPU-based can be absolutely fine performance-wise in your case. And hell of a lot easier to debug.

https://bronsonzgeb.com/index.php/2022/01/30/procedural-generation-with-cellular-automata/

#pcg #generation #cellularautomata
  • 👍 1
Post #1626 74
Post #1625 77
Like Regular LINQ, but Faster and Without Allocations: Is It Possible?

Article got insights on how LINQ works. As a practical advice I don't find it really useful, because I am pretty sure you are not using LINQ in a hot path. And you gotta be a die-hard fan of it to carry an additional dependency just to use LINQ in critical sections

https://blog.devgenius.io/like-regular-linq-but-faster-and-without-allocations-is-it-possible-3d4724632e2a

#linq #enumerator #reflinq
Medium Like Regular LINQ, but Faster and Without Allocations: Is It Possible? Who didn’t use LINQ? But you must’ve also heard that it imposes some performance hit. Can we do better?
  • 👍 1
Post #1623 131
Best optimization tips by Unity engineers at Unite

Compilation of best Unity tips gathered at Unite conference. I spent a bunch of time rewatching those talks so you don’t have to.

https://gamedev.center/best-optimization-tips-by-unity-engineers-at-unite/

#unite #tips
gamedev.center Best optimization tips by Unity engineers at Unite Compilation of best Unity tips by Unity engineers gathered at Unite conference. I spent a bunch of time rewatching those talks so you don't have to.
  • 👍 3
Post #1620 81
Test Driven Indie Game Development

The author doesn't quite use TDD, but the point is still clear: automated tests increase initial development time, but save a lot more time to support code. Given that there are so many game-services now, support becomes 10 times more significant.

https://dbzer0.itch.io/hypnagonia/devlog/335569/test-driven-indie-game-development

#testing #automation #unittest
itch.io Test Driven Indie Game Development It’s been now half a year since I first started working on Hypnagonia and slightly over a year since I’ve started the card game framework . As the features and complexity of such a project expands...
  • 👍 1
Post #1619 68
TransformAccessArrayDemo: This project demonstrates a few ways to implement moving 3d objects (casters) that project some decal on the ground below them.

Example how to use TAA API and how it is efficient to keep hierarchies flat.

https://github.com/Jura-Z/TransformAccessArrayDemo

#transformaccessarray #taa #optimization
GitHub GitHub - Jura-Z/TransformAccessArrayDemo: This project demonstrates a few ways to implement moving 3d objects (casters) that project… This project demonstrates a few ways to implement moving 3d objects (casters) that project some decal (see Decal Documentation in URP) on the ground below them. - Jura-Z/TransformAccessArrayDemo
Post #1618 69
My approach to optimization

Advice about optimization with very interesting points like "Do I really need this state or can I just compute it every frame instead (Computation is fast, memory is slow)?" about which we do not always think in the day to day work

https://medium.com/@jasonbooth_86226/my-approach-to-optimization-bfcafc1f8768

#optimization #tips
Medium My approach to optimization I do a fair amount of work optimizing systems, and am known for writing very optimal shader systems. But I don’t consider myself a “low…
Post #1615 64
Branching on a GPU

- Do not fear branching on a GPU, in many cases it’s completely fine
- Know what you are branching on, and what you are branching around.
- Avoid branching on high frequency data and creating divergent pixels
- Branching around textures requires special care
- Visualize the data so you can see exactly what the GPU is doing
- Order your branches from most likely to cull to least likely if possible.

https://medium.com/@jasonbooth_86226/branching-on-a-gpu-18bfc83694f2

#gpu #shader #branching
Medium Branching on a GPU If you consult the internet about writing a branch of a GPU, you might think they open the gates of hell and let demons in. They will say…
Post #1614 75
Automatic LOD generation + scene optimization

AutoLOD is primarily a framework for enabling automatic post-processing of geometrical model assets on import to create simplified levels-of-detail (LOD).

Repo: https://github.com/Unity-Technologies/AutoLOD
Initial release blogpost: https://blog.unity.com/technology/unity-labs-autolod-experimenting-with-automatic-performance-improvements

#lod #optimization #rendering
GitHub GitHub - Unity-Technologies/AutoLOD: Automatic LOD generation + scene optimization Automatic LOD generation + scene optimization. Contribute to Unity-Technologies/AutoLOD development by creating an account on GitHub.
Post #1613 80
Post #1612 71
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