Guide for Unity Addressable Asset System.
Check out this sample code repo.
This guide supports languages below.
Created: 2020-07-03
Last updated: 2020-08-26 minor typo correction
// Drawing a line with UITK https://forum.unity.com/threads/drawing-a-line-with-uitk.1193470/ | |
public class LineDrawer : VisualElement | |
{ | |
private Vector3 startPos, endPos; | |
private float thickness; | |
public LineDrawer(Vector3 pos1, Vector3 pos2, float width) | |
{ | |
startPos = pos1; | |
endPos = pos2; |
public static class ExtensionMethods | |
{ | |
public static TaskAwaiter GetAwaiter(this AsyncOperation asyncOp) | |
{ | |
var tcs = new TaskCompletionSource<object>(); | |
asyncOp.completed += obj => { tcs.SetResult(null); }; | |
return ((Task)tcs.Task).GetAwaiter(); | |
} | |
} |
Guide for Unity Addressable Asset System.
Check out this sample code repo.
This guide supports languages below.
Created: 2020-07-03
Last updated: 2020-08-26 minor typo correction
WARNING: Article moved to separate repo to allow users contributions: https://github.com/raysan5/custom_game_engines
A couple of weeks ago I played (and finished) A Plague Tale, a game by Asobo Studio. I was really captivated by the game, not only by the beautiful graphics but also by the story and the locations in the game. I decided to investigate a bit about the game tech and I was surprised to see it was developed with a custom engine by a relatively small studio. I know there are some companies using custom engines but it's very difficult to find a detailed market study with that kind of information curated and updated. So this article.
Nowadays lots of companies choose engines like [Unreal](https:
using UnityEngine; | |
public class MeshBlit : MonoBehaviour | |
{ | |
public RenderTexture rt; | |
public Mesh mesh; | |
public Material material; | |
public Vector3 meshPosition = new Vector3(0.5f, 0.5f, -1); |
# Sourcecode | |
*.txt diff | |
*.cs diff | |
*.json diff | |
*.meta diff | |
*.xml diff | |
# 3D models | |
*.3dm filter=lfs diff=lfs merge=lfs -text | |
*.3ds filter=lfs diff=lfs merge=lfs -text | |
*.blend filter=lfs diff=lfs merge=lfs -text |
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// ported from: https://gist.github.com/noonat/847106 | |
import hxd.Timer; | |
import h3d.Buffer; | |
import h3d.Engine; | |
import h3d.Indexes; | |
import h3d.Vector; | |
import h3d.mat.BlendMode; | |
import h3d.mat.Data.Compare; | |
import h3d.mat.Data.Face; |
"The common wisdom of "don't use conditionals in shaders" is one of my biggest frustrations with how shaders are taught. | |
step(y, x) _is_ a conditional! It compiles to identical code as: | |
float val = (x >= y ? 1.0 : 0.0) | |
or | |
float val = 0.0; | |
if (x >= y) val = 1.0;" | |
https://twitter.com/bgolus/status/1235254923819802626 | |
// Performing shader divisions without diving *rcp = approximation of 1/x | |
float myDividedVal = myValToDivide * rcp(myDivider); |
class Main { | |
macro static function swap(a, b) { | |
return macro { var v = $a; $a = $b; $b = v; }; | |
} | |
static function main() { | |
var i = 10, j = 15; | |
trace(i, j); // 10, 15 | |
swap(i, j); | |
trace(i, j); // 15, 10 | |
} |