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    Static / shared class or global variables Hello, I just realized that Angelscript does not really have a 'static' class variables like most languages. What would be the best approach to achieve a variable that will be shared among all instances? I tried to define global int but then it would not allow it because the class accessing it is shared. If I make it shared it doesn't compile - is it because global variables can't still be shared? I tried looking through the changelog and documentation and could not find anything https://ift.tt/eA8V8J

    نوفمبر 23, 2019 0

    Hello, I just realized that Angelscript does not really have a 'static' class variables like most languages. What would be the best ...

    Toggle LookAround for 3person like in PUBG, C++ Unreal Hey everyone, I am trying to create a toggle for my CameraBoom "SpringArmComponent", which has a FollowCamera. I've used the code>>>> bUseControllerRotationYaw = false; <<<<< to allow this to work in a function, but this only works when the key or mouse button is pressed and held which is what i want for the "ToggleOn". I want the camera to move to the back of the character when the Key is released, exactly the same as you see in other 3rd person games, especially pubg. Here is my code so you see what i am dealing with. The bUseControllerRotationYaw = true; found below needs to be there to correct the camera's viewing functionality, but this code also causes the character to spin sharply. void AFI_MainCharacter::ViewingRotationToggleOn() { // Don't rotate when the controller rotates. Let that just affect the camera. bUseControllerRotationYaw = false; } void AFI_MainCharacter::ViewingRotationToggleOff() { // find out which way is forward const FRotator Rotation = GetActorRotation(); const FRotator YawRotation(0, Rotation.Yaw, 0); // get forward vector const FVector Direction = FRotationMatrix(YawRotation).GetUnitAxis(EAxis::X); CameraBoom->SetRelativeRotation(YawRotation, false, nullptr, ETeleportType::ResetPhysics); CameraBoom->SetRelativeLocation(Direction, false, nullptr, ETeleportType::ResetPhysics); bUseControllerRotationYaw = true; } Here is a link to my facebook Dev Page, to a video showing the current effect. You will first see me move the camera as normal then i will "Click my middle mouse button and hold it" this shows the Lookaround mechanic. You will notice when i let go of the "Middle Mouse button" the character does a sharp spin. I just want the cameraboom and followcamera that is attached to spin around so the camera faces the back of the character. I want to move the camera to the original position not have the character move the way it currently does. My Question is, What code can i use for the ToggleOff, so my cameraboom rotates back to it's original postion???? Please help, I appreciate all the feedback, input, and advice i can get. Thankyou for your time, much appreciations. https://ift.tt/eA8V8J

    نوفمبر 23, 2019 0

    Hey everyone, I am trying to create a toggle for my CameraBoom "SpringArmComponent", which has a FollowCamera. I've used the c...

    Interpolation on Client Between Server States I have an authoritative server which is sending position data to client every 100 ms. Ping between client and server is about 70 ms.(which is actually a variable) I have few questions regarding to interpolation between 2 server states recieved by client. 1-) Where should i place my interpolation code ? Inside my clients update method or should i interpolate whenever i recieve 2 update from server ? Example: fun onWorldData(data:JSONObject){ // called when update arrives from server. //initially serverUpdate1 and serverUpdate2 are empty objects. serverUpdate1 = serverUpdate2 serverUpdate2 = data if(serverUpdate1.has("x")){ // when at least 2 updates arrived interpolate and set position(just for 1st call) var blackPieceBodyX = Interpolation.linear.apply(serverUpdate1.get("x").toString().toFloat(),serverUpdate2.get("x").toString().toFloat(),0.15f) // how to calculate 3rd parameter ? var blackPieceBodyY = Interpolation.linear.apply(serverUpdate1.get("y").toString().toFloat(),serverUpdate2.get("y").toString().toFloat(),0.15f) blackPiece.body.setTransform(Vector2(blackPieceBodyX,blackPieceBodyY),0f) // this code sets position of body } } As you see interpolation code is called when i recieve update from server, not all the time inside update. 2-)How do i calculate 3rd parameter of Interpolation function ? In above code i was just experimenting with arbitrary numbers.Since server sends it every 100ms and ping is around 70,what should be 3rd parameter of interpolate function and how to calculate it ? Since for sure ping will be part of that calculation formula should i ping server to check ping to use in that formula all the time ? Or timestamp each serverupdate sent by server and when recieved get clients time and substract them ? 3-)Another approach i tried is this: fun onWorldData(data:JSONObject){ // called when sv update arrives to client. serverUpdate = data timeSinceLastUpdate = 0f } fun update(){ if(serverUpdate.has("x")){ // if server update arrived var blackPieceBodyX = Interpolation.linear.apply(blackPiece.body.position.x,serverUpdate.get("x").toString().toFloat(),timeSinceLastUpdate/updateTime) var blackPieceBodyY = Interpolation.linear.apply(blackPiece.body.position.y,serverUpdate.get("y").toString().toFloat(),timeSinceLastUpdate/updateTime) blackPiece.body.setTransform(Vector2(blackPieceBodyX,blackPieceBodyY),0f) //set position of body to interpolated values. timeSinceLastUpdate += deltaTime } } As you see in this example i interpolate between interpolated position of body and serverUpdate, not exactly interpolating between 2 server states inside my update method.updateTime is ping+serverUpdateRate since ping is around 70 and server sends updates every 100 ms it should be like 170(?) or formula is completely wrong i am not sure. Right now i am not sending timeStamp with serverUpdate from server but if it is necessary for interpolation 3rd parameter calculation i can do that. Thanks https://ift.tt/eA8V8J

    نوفمبر 23, 2019 0

    I have an authoritative server which is sending position data to client every 100 ms. Ping between client and server is about 70 ms.(which i...

    Screen Space Reflections in HLSL - proper camera ray casting Hi, I'm trying to implement SSR based on this blog Screen Space Glossy Reflections which is an implementation of Morgan's McGuire raytracing algorithm written in GLSL. Unfortunately I'm getting wrong results on Ray Tracing Screen Space step. Could anybody describe me how to generate camera screen rays properly (float3 viewRay)? My vertex shader looks like this: struct VertexOut { float4 posH : SV_POSITION0; float3 viewRay : POSITION; }; VertexOut VS_SSR( uint id : SV_VertexID ) { VertexOut output; float2 tex = float2( (id << 1) & 2, id & 2 ); output.posH = float4(tex * float2( 2.0f, -2.0f ) + float2( -1.0f, 1.0f) , 0.0f, 1.0f ); output.viewRay = float3(tex.x,tex.y,1); return output; } Draw call in C++ is just a fullscreen quad: setViewPort(renderTargetSize.x,renderTargetSize.y); deviceContext->OMSetRenderTargets(1,&ssrRTV,nullptr); depthResource->SetResource(depthResourceView); normalResource->SetResource(normalResourceView); effect->GetTechniqueByName("RayTrace")->GetPassByIndex(0)->Apply(0,deviceContext); deviceContext->Draw( 4, 0 ); Initialization of effect variables after compiling shader : compileShader(L"ssr.fx",macros,shaderFlags); depthResource = effect->GetVariableByName("depthBuffer")->AsShaderResource(); normalResource = effect->GetVariableByName("normalBuffer")->AsShaderResource(); projection = effect->GetVariableByName("projection")->AsMatrix(); depthBufferSize = effect->GetVariableByName("cb_depthBufferSize")->AsVector(); zThickness = effect->GetVariableByName("cb_zThickness")->AsScalar(); zThickness->SetFloat(1.0f); ZNear = effect->GetVariableByName("cb_ZNear")->AsScalar(); ZNear->SetFloat(0.5f); ZFar = effect->GetVariableByName("cb_ZFar")->AsScalar(); ZFar->SetFloat(32760.0f); stride = effect->GetVariableByName("cb_stride")->AsScalar(); stride->SetFloat(1.0f); maxSteps = effect->GetVariableByName("cb_maxSteps")->AsScalar(); maxSteps->SetFloat(25.0f); maxDistance = effect->GetVariableByName("cb_maxDistance")->AsScalar(); maxDistance->SetFloat(1000.0f); strideZCutoff = effect->GetVariableByName("cb_strideZCutoff")->AsScalar(); strideZCutoff->SetFloat(1.0f); I'm getting camera view dependent ray hit results. I mean when I move camera around hitPixel intersections with DepthBuffer changes. I also assume that viewToTextureSpaceMatrix is my projection matrix calculated in XMMatrixPerspectiveOffCenterLH(..) function call. Is that right ? https://ift.tt/eA8V8J

    نوفمبر 23, 2019 0

    Hi, I'm trying to implement SSR based on this blog Screen Space Glossy Reflections which is an implementation of Morgan's McGuire ra...

    Reviews! EEK! So I published a game recently. If you haven’t heard it is called Frost Bite. It’s a snowy rogue like horror game. I’m pretty excited during the first week it was out it actually sold a couple copies but then reviews started coming in from people who had played it. Now I’ve been speed running this game for months so I was really surprised that one of the problems people had was that the environment was too difficult. I was actually worried it would be to easy to beat so people wouldn’t feel like they got their moneys worth in game play. I guess I made it a bit too hard. Everyone actually liked the graphics and the sound (Other than the footsteps not lining up with their sound which I’m still figuring out how to do.). From some polls I’ve done since releasing a lot of people are more willing to forgive bad graphics in Indie games. I would never have guessed because to me the graphics are one of the big reasons I choose the games I do. The sound in it I felt could have been improved. The games I’ve made in the past never really had sound. So this was my first experience making a soundscape. I’m still not sure how I feel about the reviews. I think they are fair but it’s a little discouraging. I’m not sure whether to keep trying to promote it, ignore it for awhile, or do a big update with an easy mode. It’s made harder by the fact that while it sold a few copies at first I haven’t sold another copy for quite some time now. While I figure out my next move I’ve been working on a test game to try and improve my skills in some of the things people have said Frost Bite was weak in. Releasing a game is more stressful than what I expected and getting reviews both feels good that people are playing your game but it’s also stressful because you find out all the weak points of both your game and your game development skills. You also find out positive things. I would never have guessed that the soundscape would have been such a popular element of the game. The post Reviews! EEK! appeared first on Gilded Octopus. View the full article https://ift.tt/eA8V8J

    نوفمبر 23, 2019 0

    So I published a game recently. If you haven’t heard it is called Frost Bite. It’s a snowy rogue like horror game. I’m pretty excited during...

    A New GameDev Coming Soon GameDev.net has evolved over the years just as the games industry has evolved. And now we're about to evolve again - maybe our 6th or 7th time in 20 years by one of the Moderator's count. Sometime in the next few days, when you visit GameDev.net, you're going to see something different: Quite a change But Why? GameDev.net has been a resource for game and interactive media developers for over 20 years, and the world is a much different place than it was when we started. We've made a few changes over the years to adapt to the times, but the core site with Tutorials, Blogs, Projects, Forums, Jobs, and so on is pretty much the same as it was 15-20 years ago. While we've done well to maintain our core existence, the reality is the world is a bit different. Developers have different needs for information and consumption is much different than it used to be. Technology platforms have democratized game development. The skill level spectrum is *huge* and the game developer audience as a whole is massive. I want GameDev.net to be the best resource for game and interactive media developers. It needs to adapt to the gamedevs of today. So with that, here's a short list of highlights coming with this new platform. What's New? The new platform is the same site at its core, but like any launch we added a few new things. Dark Theme Over the years this may be the most-asked for feature on the site. It took a while, but it's here. Hope you like it. You can enable the Dark theme in your account settings. Side Note: The theme settings include a toggle for full width layouts. New Layout This is the obvious one, but the organization has also changed. Items rarely used or visited have been removed, some names have changed, and navigation is a bit different. Probably most notable: Articles are now Tutorials Gallery is now Portfolios Added a Challenges area Jobs and Careers with Contractors Search bar at the top Forums are.. kidding. Forums are still Forums! Profile Dashboard The Dashboard is where you will find some basic profile stats, settings, and access to *all* of your content posted on GameDev.net. It's from the Dashboard that you can manage your Blogs, Projects, Tutorials, Forum Topics and more. Profile Dashboard Manage All Your Developer Blogs in One Place (You can still import your blog feeds via RSS!) Bookmarks Ever come across content on GameDev.net that you wish you could refer back to because you're researching a topic? I have. Now you can bookmark that content for easier access. I don't know why we didn't do this one years ago, but hey, it's here now - with bigger and bolder plans to come. Channels and Tags Throughout the site you'll notice badges of topics on content: These are what we're calling Channels and Tags. Click on them. You'll see all content associated with that topic, and depending on where you're at on the site when you click you might see all content types for the topic, or you might see all content across the site for the topic. Either way, this is Step 1 to making GameDev.net easier to navigate, explore, and find the information you're interested in seeing. Side note: You can now use any content tag you want (within reason). The Editor The Editor on the current site has always been a bit of a sore point. It's a WYSIWYG editor, and generally speaking a technical audience wants more control than WYSIWYG gives you. Completely understandable. We aren't ditching WYSIWYG just yet, but we're compromising with a markdown-capabable WYSIWYG. It's new and might have some quirks, but we'll keep working to improve it. A New GameDev Coming Soon We'll be launching this new platform very soon. As you can see, most of the platform will remain very familiar, but we're starting to add a few new items to improve navigation, discoverability, and your ability to share. While we expect the transition to be mostly smooth, we are prepared to handle any issues that may come up post-conversion. We think that overall it's a better, easier to use GameDev.net, and we hope you enjoy it. https://ift.tt/eA8V8J

    نوفمبر 22, 2019 0

    GameDev.net has evolved over the years just as the games industry has evolved. And now we're about to evolve again - maybe our 6th or 7t...

    UAV Counter Reading Issue The procedure is: UAVBuffer.IncrementCounter() in first dispatch. UAV barrier waits for the previous op is done. Read the counter value by UAVBuffer.Load(0) I always got the value "0". I used PIX to check what's going on: It shows that the reading op should be fine. And below is what a counter buffer view in PIX: I init counter as a 32-bit(4 bytes) buffer, I don't understand why PIX showed the buffer count is 27,550. Does this make my counter reading got wrong value? https://ift.tt/eA8V8J

    نوفمبر 22, 2019 0

    The procedure is: UAVBuffer.IncrementCounter() in first dispatch. UAV barrier waits for the previous op is done. Read the counter value by U...

    I want to create an arcade on Unity Hi everyone! I've come up with a brilliant idea of a game app on Unity, which is quite creepy, though 😅 I want an arcade, and the point of the game is that you're on top of a skyscraper and you want to commit a suicide and when you fall down, your body smashes and the organs fly out from the body and the further they get from your body - the more points you get, and while you're falling, there are lots of ways to make the organs fly farther. So that's briefly and I haven't thought over all the features, but still, I want to get the ball rolling. Can anyone here do this app for me? P.S.: No worries, I'm not crazy and if you can make such an app, or if you know anyone who can do it, I'll pay for the development 😂 https://ift.tt/eA8V8J

    نوفمبر 22, 2019 0

    Hi everyone! I've come up with a brilliant idea of a game app on Unity, which is quite creepy, though 😅 I want an arcade, and the point...

    Our own studio Hello, we want to share the joy we have of creating our video game studio, we are Penguin Studio. We started this journey in the video game industry 3 years ago, characterizing ourselves to add value to our customers. We present our page, so that you know the projects we have carried out and we invite you to share it with the people who may be interested, thank you very much. https://ift.tt/2renuc9 https://ift.tt/eA8V8J

    نوفمبر 21, 2019 0

    Hello, we want to share the joy we have of creating our video game studio, we are Penguin Studio. We started this journey in the video game ...

    UI/UX Artist: "Target LOCKED!" Hi all! This is your UI/UX Artist Paul here. This week we're going over the revised Targeting Reticles and Player Self Monitors design elements! While in the fray of your outerspace battles, you want to know who's who and what they're doing (and what you're doing to them) upfront, instantly, and without taking your eye of the action. How does one do that? By placing the most vital information right where the eyes are going to be in the first place. That is the purpose of the "heads up display" after all. The trick is what to put where, and to use what is already there. One aspect was to utilize the targeting reticles to convey simple information regarding the target they overlay. In this case the reticle will communicate two things: if the ship in question is moving closer to or retreating away from, and which ship the player has locked onto if any. This requires the reticle to be simple but also distinct between its states, as there are going to be a lot of these things on-screen during the particularly hectic space dogfights. These are still experimental, as the only way to tell for sure how well they function is to get into as much trouble in-game as possible. Thus further evolution of these designs will likely happen. Further developments have also been made to the Player Self Monitor. Continuing an established hexagon theme, four hexagonal readouts divided into 6 wedges each will provide damage indicators for the player covering their ship in all spatial orientations. Color coding indicates severity with an intuitive green = "good," yellow = "watch out maybe," and red = "trouble." Each wedge changes color independently, allowing for a simplified sense of where damage is being taken on ones' vessel without taking the time to look for individual armor facets. Time and further testing will tell us how these elements will grow and adapt to the game's needs as well. Original post blogged on Rank: Warmaster Dev Blog. View the full article https://ift.tt/eA8V8J

    نوفمبر 21, 2019 0

    Hi all! This is your UI/UX Artist Paul here. This week we're going over the revised Targeting Reticles and Player Self Monitors design e...

    Any good beginner guides to 2D game art ? Hi, I'm learning game development and I am using Unity. I have some coding experience but I am not an artist and though I realise I won't be able to produce good looking art anytime soon, I would like to learn and at least get something that looks presentable. Any good guides, free software or tips you can provide... I would appreciate. Thanks ! https://ift.tt/eA8V8J

    نوفمبر 20, 2019 0

    Hi, I'm learning game development and I am using Unity. I have some coding experience but I am not an artist and though I realise I won&...

    Demo update! Version 0.1.2: Quests, roles, reputation, new UI This demo update contains over 4 months of changes. QuestsThe game now has two short quests with a bit of lore and adventure. RolesGain XP and level up. Town of LoculVisit the first town of the game! Improved mouse and keyboard controlsNow player 1 can use both keyboard and mouse for maximum comfort. Improved graphicsAdded shadows, improved assets. Warning: Shadows may severely slow down or even crash the game - if that is the case turn off shadows in the options before starting the game. New UINew style, new tooltip system, new HUD, game log. Expanded and improved the first areaNew enemy NPCs, bags and crates with loot, more content. Character improvementsBetter NPC AI, NPC chatter system, character interaction system. Faction reputation systemThe first three factions have been implemented: Rogue, Neutral, and Locul. You can gain Locul reputation by completing one of the quests, and you lose reputation by stealing from and attacking Locul's citizens. If your reputation drops below -99, Locul's guards will start attacking you. Current goalCombat 4.0! The previous demo had combat 2.0 - position based combat. Later I created combat 3.0, but it wasn't fun, so I had to remove it and leave combat as it is now. Now I'm going to work on combat until I'm happy with it. Feedback formAs always, I'm looking for feedback. If you got any, you can fill this form: Link >>[forms.gle] Have fun! View the full article https://ift.tt/eA8V8J

    نوفمبر 20, 2019 0

    This demo update contains over 4 months of changes. QuestsThe game now has two short quests with a bit of lore and adventure. RolesGain XP a...

    Unity Scene Hierarchy: Catch that Performance Thief! (Part 2) Last week, I wrote a post to show you how your unity scene hierarchy is reducing the performance of your game. That post arose awareness across many of you developers. And so, many of you asked great questions that I'll answer in today's entry. [The original post can be found here] Yes... I confess. The examples I often show you in my blog posts are not real-life projects. This is one of the points you have been commenting on. Ruben, this is an artificial scenario. Ruben, this doesn't happen in games. You see, I understand. It's easy to doubt the information I provide you when the only cases you see are extreme. I'd even rub some salt in the wound on the Reddit threads if the author wasn't me (see how I got owned). But here's the thing: all the information I give you is based on the pain and gains of real-life projects I worked on. I do my research before I write here too. Doing research is great. But that takes time. A lot. So I won't set up a new game for every weekly post that I publish. What I do instead is to create a small project to make a point... ...A very real point that I experienced in production games. You're never going to come across the exact dummy project in your games. But you're likely to suffer from the issues these points reveal. And that's what matters. So I took some of the feedback you provided for today's post. I'll elaborate on some of the problematic hierarchy patterns you'll commonly see in production games. We will address unity scene hierarchy bottlenecks based on the tools I gave you in the last article: The FAP Hierarchy Tool The DetachGameObject simple performance boostingg component Quick Navigation (opens in a new tab) The golden rules for an efficient scene hierarchy The Gamedev Guru's Golden Rules of a Clean Unity Scene Hierarchy Flattening a unity scene hierarchy: an artificial case-study The hierarchy structure Profiling the unoptimized scene Flattening our scene hierarchy So what? The golden rules for an efficient scene hierarchy In the previous post we established a guideline for diagnosing and optimizing unity scene hierarchies. Let's quickly recap The Gamedev Guru's golden rules for an efficient hierarchy: These apply especially to hierarchy trees that have dynamic objects. And by dynamic I mean, game objects whose transforms are altered. It can be a position, a rotation, a scale or any of the attributes you find in a RectTransform. If an entire tree is static, i.e. no periodical transform changes, then don't worry about that tree. You see, propagating these transform changes takes time. And it takes more time when you have more game objects in the same tree. But it's not the total CPU time that concerns me the most. The issue that I see is that it is pretty hard for Unity to do these transform operations in parallel when they happen to be in the same hierarchy tree. So changes in complex trees take a higher CPU time for two main reasons: The absolute CPU time required to do the math increases These calculations cannot be spread across different threads Flattening a unity scene hierarchy: an artificial case-study I'm a pragmatic and practical professional developer. So let's see all this theory in action. The hierarchy structure What I have here for you is a scene full of props, particle systems and characters. This is how the unity scene hierarchy looks like: Unity Scene Hierarchy: Original Structure That's it. No magic. 4-5 levels of depth, plus all the bones required for the characters. Nothing too crazy apart from the 300 simple characters, which probably accounts for all the missing pieces that a real game has. Have a look at World. It's a single root game object containing way too many children. This fact violates the first golden rule of an efficient unity scene hierarchy. Is that bad? I don't know. The way to find out is by measuring its relative cost. I'm using free assets I found in the asset store. That means, I can't upload this project to GitHub or I'll risk ending up in jail. Yeah, thanks for that restrictive license, Unity. Profiling the unoptimized scene And so I start the scene. Not much happening, just a slight amount of movement. I cannot say this is the funniest game I ever played. Sample project "gameplay" Well, I'm not an artist or designer. I'm excused for the looks but not for the performance. Point which brings me to using the profiler now. I captured a 300-frame profile and here's what I got: Unity Scene Hierarchy: Pre-Optimization Was that useful? Nah, don't even bother to look at the image. We don't know whether that's good or bad, because we don't have a reference point. But we can compare... We can compare against an equivalent, flattened hierarchy. Let's try that out. Flattening our scene hierarchy Analyzing the previous hierarchy, we can notice something of interest. Most of the introduced game objects are there for organization purposes in this setup. That means, some added hierarchy levels are useful for developers to structure content around them. We incorporate these objects to make development easier. Game objects such as World, City, Props don't serve any other purpose than organizing. Our characters, particles, UI and props do not really depend on those to accomplish their goals. I see a potential gain here. But on the other side, we don't want to break the only organizational tool we have. I don't want to deal with a flat hierarchy during development. That sucks. We want to keep things structured on the editor and yet we want our game to be performant on run-time. Ehmm... Is this possible? You bet it is. That we can do by making use of the script you downloaded in the first part of the blog series: DetachGameObject. This script will let you maintain the original hierarchy when you develop your game but will unparent the gameobject of your choice to squeeze all its performance juice on run-time. So I'll add right now our DetachGameObject component to the Character prefab, to all particle systems and to the dynamic canvas we have in place. I'll ask our component to unparent the game object after a delay of 15 seconds so I can take two profiles: one before detaching and another after it. Below you find the DetachGameObject asset applied to an example particle effect. DetachGameObject Performance Booster Now that I have set up all DetachGameObject components, there's only one thing remaining. That's right, press the play button! So I run the game and after 15 seconds... Scene Hierarchy: Flatter Optimized Version Boom. All my characters, particles and UI have been detached. Now the hierarchy is much flatter. So I wonder... How do both profiles compare? Let's use the neat profile analyzer to get some fresh numbers. *drums* Profile Comparison: Deeper vs. Boosted Flatter CPU Performance I'll translate for you what this chart means... This comparison says that there're significant differences between the deeper and flatter hierarchies. The flatter hierarchy improves performance significantly over the deeper one. Yes, you might not have 300 characters, but you will surely have many over 100 times more complexity in real gameplay elements, scripts, networking and such. So what? The conclusion is simple: there's a performance penalty you're paying if you don't have a flat hierarchy. Can you afford it? That's a question only you can answer. And you better answer that with data and metrics. My metrics in my previous games always reach the same conclusion: I don't want to pay that expensive bill. I let instead DetachGameObject pay it for me. That's my advice to you. Measure your game through the profiler and FAP Hierarchy Tool. Both tools will immensely help you finding scene hierarchy bottlenecks in your Unity game. Always remember... Flattening your hierarchy will improve your Unity CPU performance. What were your scores before and after flattening your hierarchy? Share below. https://ift.tt/eA8V8J

    نوفمبر 20, 2019 0

    Last week, I wrote a post to show you how your unity scene hierarchy is reducing the performance of your game. That post arose awareness acr...

    Performance of gaussian blur with linear sampling Hello. According to this article efficient gaussian blur with linear sampling it is better to reduce the number of cycles in the gaussian blur fragment shader by using bilinear interpolation. I did some experiments and it is indeed better but only if framebuffer texture format is not wide. I have big performance improvement(about 25%) if i use GL_RGB16F texture format with such approach. But when i use GL_RGB32F than performance drops to about same 25%. Could someone comment on that? I experiment on nvidia p1000 video card. BTW i use apitrace to see performance difference of specific shader program. https://ift.tt/eA8V8J

    نوفمبر 20, 2019 0

    Hello. According to this article efficient gaussian blur with linear sampling it is better to reduce the number of cycles in the gaussian bl...

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