Everyday Unity
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 #unity #gamedev Most used tags are: #performance #optimization #shader #interview #dots
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The source code and demos are available here:
https://patreon.com/vercidiumAn extra heightmap renderer is available here:
https://github.com/vercidium-patreon/glvertexidI spent the past 6 years creating a game engine, and I've been shocked at the things that can make or break performance. I put together 3 simple optimisations that you can use to make your game run up to 10 times quicker. Music is Orbit, Saturation, Abberations and Chroma-quay by Disjoint Square
https://disjointsquare.bandcamp.comTimestamps 0:00 Intro 0:30 Triangles 0:56 Triangles In Practice 3:28 Triangle Results 4:01 Batches of Ice Cream 5:28 Batching Results 5:58 3 FPS is Enough Right? 6:26 Triangle Reduction 7:35 Sinking Illusion 7:57 Final Result #gamedev #gamedevelopment #gameengine
In .NET for small collections it is faster to search for an item linearly in the Array instead of accessing it with a key in the Dictionary, even when you use an integer key, which hash function just returns its value. Is it still true for .NET 9?
We can learn interesting programming patterns from Unity's own packages that references Unity.Entities.
Unlock Unity DOTS secrets with this free e-book, perfect for advanced devs. Learn Unity 6 & DOTS 1.0 today!
This series of blogs will walk readers through the analysis of the problems encountered in actual projects, thus helping them to better understand the CPU performance optimization of programs.
When writing shaders in Unity, we conveniently have the ability to include multiple features, passes...
Learn the right way to optimise audio in your Unity projects with my 10 most useful audio optimisation tipsβ¦
net9.0 preview 3
than with net8.0
dotnet/runtime
This is an interesting discussion and investigation into why performance significantly drops on one of the platforms after optimization in net9.0. I always love reading how engineers solve complex problems. It's fascinating to see what changes under the hood can cause such big differences in performance and how they track down the issue.
https://github.com/dotnet/runtime/issues/101437
#performanceWith the latest preview 3 (net9) there seems to be a major performance regression on MacOS 14.4 (M2 Pro) with lists. Given that they are one of the most used types, it should receive special treatm...
Then, there is a per-chunk number called βοΈ change version. How the chunk is considered "changed" in order to update this number is rather crude : Instantly when a query is executed related to that component and it has write permission. Then, chunks returned for that query will all get their βοΈ change version updated
It does not check whether system actually "change" the component's value with its work using the query. It just see the write dependency and thought the system "probably" changed that for all the matched chunks. It is per chunk. There are other entities in the chunk that are not actually changed and still get iterated. Your logic must not be destructive to these entities. Try treating changed filter as optimization rather than branching logic, always imagine if the changed filter is removed, everything must still work like before but with worse performancehttps://gametorrahod.com/change-version/ #dots #ecs
DOTS comes with a per-chunk versioning and a related filter feature. This feature can optimize processing the data only when it mattered.
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