11 Results found for "performance"

1. Unity C# Performance Comparison: 'is' vs Enum vs Virtual Call


Recently I've had to implement a very high performance component that required treating elements of an array differently based on their type. All the elements were put into a generic list of base types...


2. Two Interesting Performance Characteristics in #Unity


Recently I was working on a rebindable input system for my upcoming game Disturbancy. I've discovered many interesting properties that emerge when working with inputs and controls, but I will share one...


3. #Unity, #UnityTips: ScriptBehaviour predictions


Unite 2016 was full of interesting presentations for upcoming features. One of the things that was especially exciting to me was the Roadmap presentation part where Lucas Meijer talked about the...


4. Code Quality Tips Vol. 1


In the process of development it's important to stay on the cutting edge and be aware of how things are developing in our craft. Recently I've been researching one particular game dev code module. There...


5. Properties vs Fields in Unity What When and Why


This article is a personal opinion on the different use cases related to fields and properties. We all know that fields are data holders without logic, while properties look like fields from the user's...


6. Design Patterns Revisit in modern C#


Intro: This article has been inspired by a recent show on Channel 9, which demonstrates design patterns. While these have been around for a long time and certainly have had great influence on...


7. Avoiding Memory allocation for strings


​ Code reviews and performance profiling is something you do every week… right? Well, you should, because when the project grows unmonitored the changes will accumulate and cause an avalanche of refactoring...


8. New video showing some art and music


  This is a sample of one background repeated a couple of times. Just to see the general art direction, high details of the objects, amazing reflections, and the evocative atmosphere. Since it's...


9. AI architecture proposition (DEAT)


There are quite a few well known techniques in the modern world of AI for games. There are decision tress, finite state machines, hierarchical finite state machines, behavior trees, 2nd generation and...


10. Suggestions for improving ReorderableList element in the UnityEditorInternal


I have recently started using ReorderableList element. I've had to implement some kind of 'list of lists' and would like to share my ideas about improvements. The API itself is mostly fine, but there...










Log In: