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Latest Optimization Activity

Hello everyone,

I'm working on a rasterizer that renders triangles in 2d space, all additively (no depth checking). I'm looking for tips on performance optimization of all types. I don't have a lot of experience with OpenCL/memory management etc so I'm very happy to learn about all the ways to impro…

4,106 views
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Generating Optimized 2D Art in Unity: Procedural Generation for Stylized and Optimized 2D Foliage

Note: This article was originally published on LinkedIn. If you enjoy my article, please click through and consider sharing on social media and connecting with me!

Last year, I was looking for a side project to work on that would ideally let me start learning about procedural generation in both an …

22,627 views

Well, although I have implemented it “successfully”, some grid-like artefacts are showing up :( Sad life but what can you do. 

Thanks everyone, you have been a big help, conceptually it all works and if someone followed up start to finish of the thread I reckon it would help them a lot as well.…

10,999 views

@Alundra What I have read that checking zeros and not apply the multiplication solves the problem.

12,195 views
Checklist for a Top-Performing Game in 2020+

[Check the original post at Unity Performance Checklist for a Top-Performing Game in 2020+]

In this post you'll get a simplified version of my Unity performance checklist that I've been completing over the years.

Game development is a very complex topic, which makes forgetting action points extremely…

10,009 views

Bregma said:
The SysV ABI is entirely irrelevant to the first point, as that is part of the C (and C++) language definition!

Another part of the C language definition is that the generated code has to behave "as if" it were following the original code. One of the things that means in practice is th…

49,377 views
khawk
November 15, 2019 09:02 PM

Realtime Math v1.1.0 has been released with changes including:

  • Added support for Windows ARM64
  • Added support for VS2019, GCC9, clang7, and Xcode 11
  • Added support for Intel FMA and ARM64 FMA
  • Many optimizations, minor fixes, and cleanup

The quaternion arithmetic for …

4,754 views
khawk
November 15, 2019 09:02 PM

Realtime Math v1.1.0 has been released with changes including:

  • Added support for Windows ARM64
  • Added support for VS2019, GCC9, clang7, and Xcode 11
  • Added support for Intel FMA and ARM64 FMA
  • Many optimizations, minor fixes, and cleanup

The quaternion arithmetic for NE…

2,378 views
3 Ways Unity Addressables Will Save Your Game

[This post was originally posted with its original formatting at The Gamedev Guru's Blog]

If you've been following me, you will probably know my interest in Unity Addressables. That is for a reason.

Unity Addressables is a powerful Unity package that upgrades the way you and I have been t…

14,999 views
jb-dev
September 07, 2019 02:33 PM
Weekly Updates #60 - UI Refactored

Hey hello there! This week's Weekly Update is kinda small... One of my relative who is just starting college in CS wanted to make a somehow "official" discord server for his college. He needed a bit of help setting up an identity validation system through bots and decided to give him a hand.

2,441 views
Unity Addressables: It's never too big to fit

[This article was originally posted in The Gamedev Guru's Blog]

You are leading a team of a handful of programmers and artists to port a good-looking PS4 VR game to Oculus Quest. You have six months to complete it. Well? What's your first move? Let's bring Unity Addressables to the table.

53,333 views
jb-dev
August 31, 2019 05:58 PM
Weekly Updates #59 - Rendering the raycasting...

And It's you again! Well, it's Saturday ... So it's time to publish a new blog post! This week has been full of small, subtle changes. Although no significant changes have been made, last week was a very busy one nevertheless!

Loading phases

First, let's start with arguably the most…

2,869 views
jb-dev
August 24, 2019 08:28 PM
Weekly Updates #58 - Building the level... please wait!

Well, look who's here! it's you again! And yes, this is your favourite Weekly Updates blog! This week has been quite busy in refactoring. I reworked a lot of code to make my title card much more responsive and fluid. It was a technical feat (at least for me) but the results are worth it!…

3,706 views
How We Optimised Our Scripts in Unity

There are a lot of great articles and tutorials focusing on performance in Unity. This article is not trying to replace them or improve them, this is just a summary of steps that we went through after reading these articles and the steps that helped solve our issues. I strongly recommend to go t…

26,696 views
ryan20fun
May 06, 2019 12:30 PM
Toy on a Mission UE4 Remix - NewDirection - N1

Greetings.

Notable Stuff done since last entry:
  • I have replaced the old WIP options widget with a new WIP options widget that uses tabs like a browser
  • Set custom built UE levels to not be packaged with the game, Instead I am using the UserMap system (json file that a level is bui…
3,529 views
jb-dev
March 23, 2019 01:46 PM
Weekly Updates #37 - Breakin' the Law

Hey, nice to see you again, and welcome the newest entry in your favourite weekly update blog!

Last week had quite the development, not gonna lie.

There was a lot of brainstorming, modelling and coding.  Needless to say that I got a lot of things to say, so let's get right to it!

LO…
2,775 views
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