This can be done by following these steps. First, you'll need Unity Pro, because modifying the scene with a full screen image effect is a Pro-only feature.
понедельник, 30 июля 2012 г.
вторник, 24 июля 2012 г.
C# List vs LinkedList
Thinking of a linked list as a list can be a bit misleading. It's more like a chain. In fact, in .NET,
LinkedList<T> does not even implement IList<T>. There is no real concept of index in a linked list, even though it may seem there is. Certainly none of the methods provided on the class accept indexes.
Linked lists may be singly linked, or doubly linked. This refers to whether each element in the chain has a link only to the next one (singly linked) or to both the prior/next elements (doubly linked).
LinkedList<T> is doubly linked.
Internally,
List<T> is backed by an array. This provides a very compact representation in memory. Conversely, LinkedList<T> involves additional memory to store the bidirectional links between successive elements. So the memory footprint of a LinkedList<T> will generally be larger than forList<T> (with the caveat that List<T> can have unused internal array elements to improve performance during append operations.)
They have different performance characteristics too:
четверг, 5 июля 2012 г.
вторник, 3 июля 2012 г.
Unity3D colliders benchmark
All tests were done on an intel core2duo 3ghz imac with no rendering, just physics.
Static colliders seem to have such a minimal impact on performance, Upto 60,000 and beyond of all different colliders were causing no noticable effect on the frame time (<3ms)
So I tried testing dynamic colliders instead, much more challenging.
Remember this is just physics, your renderer would bottleneck way before reaching 2500 individual objects.
Static colliders seem to have such a minimal impact on performance, Upto 60,000 and beyond of all different colliders were causing no noticable effect on the frame time (<3ms)
So I tried testing dynamic colliders instead, much more challenging.
Remember this is just physics, your renderer would bottleneck way before reaching 2500 individual objects.
суббота, 23 июня 2012 г.
Procedural terrain. Part 2. Slicing camera, "fog of war"
Spent several hours, planing implementation. Considering stacks, queues, cashes, but decided to play only with visibility at the current moment.
So, here we are: for now, number of visible chunks (in current project, 1 chunk = 1 level of terrain) is depends on camera height. On theese screenshots, positions of the camera are the same, except height.
Next step is to add "fog of war": those cubes, that are incide of the mountain should be brown, and similary, cubes for air should be blue.
So, here we are: for now, number of visible chunks (in current project, 1 chunk = 1 level of terrain) is depends on camera height. On theese screenshots, positions of the camera are the same, except height.
Next step is to add "fog of war": those cubes, that are incide of the mountain should be brown, and similary, cubes for air should be blue.
пятница, 22 июня 2012 г.
Procedural terrain. Part 1. Basic terrain render.
Decided to play with procedural terrain a bit. Terrain's square shouldn't be extremely high, so i decided to set 1 chunk = 1 level.
At first, i'm generating a terrain with Perlin Noise (as a highmap, highlighting it with particles). Then, i convert data to per-layer(matrix) form: now i can access to every layer and get known, where is air and where is ground.
Next step is mesh-creation:
Upper side
At first, i'm generating a terrain with Perlin Noise (as a highmap, highlighting it with particles). Then, i convert data to per-layer(matrix) form: now i can access to every layer and get known, where is air and where is ground.
Next step is mesh-creation:
Upper side
четверг, 21 июня 2012 г.
Juice it or lose it - a talk by Martin Jonasson & Petri Purho
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