Gamasutra: Mike Marrone’s Blog – Game Dev Digest Issue 96
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Short but sweet this week. Tons of great tips listed this week. Enjoy!
Game Programming: Time Slicing – What if the job takes too long to fit in one frame? Or what if the job takes longer than we would like? Then we can divide the work over several frames. This is the main idea behind time slicing, another optimization technique I have chosen at work and one of my longtime favorites.
Prepare your game for a deterministic netcode – The deterministic netcode is based on the fact that each game client arrives at an identical state given the same initial state and the same inputs per frame. [and the Hacker News discussion]
Introduction to the P3 optimization framework – A framework that whispers in your ear what is your best next step at some point in your Unity optimization journey. A framework that takes you from zero to 72 FPS, 72 to 90 FPS, 90 to 120.
GPU Mesh Voxelizer Part 1 – In this article, we are going to start porting my naive mesh voxelizer to a multithreaded mesh voxelizer that runs on the GPU via Compute Shaders. First, we’ll configure the compute shader to position all the points of the voxel grid. Next, we’ll draw the grid points directly from the compute buffer on the GPU. From there, we’ll discuss how we can use the Axis of Separation Theorem (SAT) to test for collisions between voxels and triangles.
How to use each node in Unity Shader Graph – Shader Graph comes with many nodes. Over 200, from Shader Graph 10.2! With such a huge array of features at your disposal, it’s easy to get lost when looking for the perfect way to create the shader you have in mind. This tutorial shows you each node in action, with examples, explanations of each input and output, and even best practices for some nodes!
8 tips for animating active Ragdolls – I’ve been asked for advice on how I animate my Active Ragdolls, so here’s a list of some of the techniques I’ve learned over the past few months to help everyone save time.
Moving platforms in a 2D side-scrolling Unity game – In a good 2D side-scrolling game, the moving platforms can pose a challenge for the player. They can be more difficult to pass because they do not remain static in the same place. Their behavior changes over time and this often requires learning their movement patterns. It’s a fun new element that you can add to your game. In this tutorial, we’re going to look at implementing reusable mobile platforms. [also read this article by James West]
I made the legend of Zelda but it’s in 3D – I made The Legend of Zelda but it’s in 3D … People seemed to really like what I did last time when I made Super Mario Bros. but it’s in 3D, so I decided to do the exact same thing again, but this time for the Legend of Zelda. This time I did it all because I recreated the whole world including enemies and items.
How to create a realtime VFX in Unity – Ever wanted to learn the complete process of creating VFX in real time on the fly? In this video, Sandra Ferri breaks down her amazing VFX in real time and shows you exactly how to recreate your own!
Basics of Mipmaps in Unity Part 2! Shaders, bias and Texture2DLOD! | Game Dev Tutorial – Mipmaps are scaled-down versions of Unity generated textures which look better and work better when the texture shrinks on screen. In this video, I summarize this series on mipmaps by studying how the renderer chooses which level of mip to use and how you can influence it with SampleTexture2DLOD and mipmap biases. I also show how to sample textures outside of the fragment shader step.
Ned plays games
Cloud Content Delivery technical workshop | Unit – Deploying regular content updates is crucial for any live game to keep players coming back. Making sure the right players get the right content at the right time is equally important, and using a combination of effective content management, cloud storage, and a trusted content delivery network can help you achieve this goal.
Mega Bundle Sale! Mega Bundles to chart your course – Save up to 95% on level design resources to chart your course, create expansive environments, and style your storytelling. Last days of the sale!
$ 29.99 Bundle – save up to 83%
This bundle contains everything related to the $ 14.99 bundle, plus Dungeon Creator, Fog Volume 3, Jujube Map Editor | 3d level designer, GreenPaint, and Simple waypoint system.
Plan $ 39.99 – Save up to 95%
This set contains everything from $ 14.99 and $ 29.99 sets, plus Grabbit – Editor’s physical transformations, TerraWorld – Automated Level Designer, Complete collection of mesh deformation, Resource Usage Finder, Surroundings of the medieval village, Impostors – Optimization of execution time, Advanced Field Grass, Full screen editor, Mantis LOD Editor – Professional Edition, Sci-fi effects, Creator Technie Collider, TileWorldCreator, uContext Pro, Task Atlas, and DreamOS – Full operating system user interface.
Fast reading mode – Want to access the game mode faster in Unity? Starting with Unity 2019.3, you can turn off a few options to enter reading mode almost immediately. It is a considerable saving of time during the development. There are times when you still want to use the standard domain reload and scene reload options, so be sure to check out the Unity info below.
Watch the video, Lily Unity blog post and the docs
DVGen Open source
Persistence – A pipeline based data persistence framework (much like ETL) for game developers to use with Unity, Monogame or other .net based engines / frameworks.
It is an asynchronous pipeline to handle complex extract / transform / load interactions for your models in any format (xml / json / binary out of the box).
grofit Open source
Unity HFSM – A simple yet powerful hierarchical finite state machine for the Unity game engine. It is scalable and customizable by being class-based, but also supports functions (or lambdas) for rapid prototyping. It places particular emphasis on the timing aspects of state transitions, making it ideal for timing and timing sensitive issues.
Inspiaaa Open source
LeoEcsLite – Lightweight C # Entity Component System Framework – Performance, zero / small allocations / memory footprint, no dependence on any game engine – main objectives of this project.
Leopotam Open source
HUMBLE SOFTWARE BUNDLE: MEGA SOUND DESIGNER LOOP CRATE VOL 2 – Loot Crate Vol 1 worked so well, we’ve created another one, with over 13,000 royalty-free resources you can use to create musical magic! Experience the Mixcraft 9 Recording Studio, Voltage Modular Ignite, DCO-106 Synthesizer and more in the new Mega Sound Designer Loop Crate Vol 2 Pack. Plus, your purchase helps support Little Kids Rock & Stop AAPI Hate !
$ 921 VALUE OF AWESOME STUFF
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Humble Bundle Affiliate
HUMBLE SOFTWARE PACKAGE: NON-ROYALTY RPG GAME DEVELOPMENT ASSETS – Create an RPG but do not master the artistic resources? Not everyone can be an artist or a visual designer. Don’t worry, thanks to GameDev Market and the RPG Game Dev bundle, you will have access to thousands of assets like Omega Modern Graphics Pack, RPG Game 1700+ Icons, Medieval Fantasy Characters and Customizable Pixel Art Character Kit to add the spark. to your creations! Plus, your purchase helps support Child’s Play, AbleGamers, and our May Charity, Active Minds!
$ 436 VALUE OF AWESOME STUFF
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Clan O’Conall – Clan O’Conall is a 2D art-based action-adventure platformer game rich in Celtic folklore. Players strategically switch between three siblings, heirs to Chief Ardan’s throne, as they battle evil spirits and deadly bosses to stop Caoranach, the mother of demons, from killing their father, stealing the power of the crown deer and eventually ignite. a new war between the Aos Sí and the mortals. A beautiful foray into Celtic mythology accompanied by a rich soundtrack from Moonwalk Audio.
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