#objectpooling
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thesourcegame · 5 years ago
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Reworked and optimized wet steps and water splashes
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Something that really bothered me with the old wet step system was that the steps weren’t really blending with the environment. Let’s say the player has wet feet and he steps on an edge or uneven surface it would instantiate a particle system with a flat bilboarded texture that would fade out over time.
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For this reason I had decided decals would be a smart way of blending those wetsteps with the environment. Something else that annoyed me was the instantiating and destroying of Particle Systems with my own “garbage collector”, which wasn’t really performant. 
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For this reason Object pooling was the right solution. The steps won’t get destroyed, but reused. The cycle would go something like; move a prefab to the position of the feet, set it’s starting color (dark black) and then fade out. This way the steps are constantly reused and aniamted over and over again.
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In the meanwhile I figured why not make it so that when the player only has one wet feet only let that feet place wet steps. Before I was using on trigger enter/exit to determine if a player was in a wet area and now I’m using raycasts for each feet to detect wet surfaces.
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eccentric0102 · 5 years ago
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200226 【Dash】DevLog:特效系統
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特效系統 垃圾話時間
電腦爆掉好幾天 好難過 人生無望 日向四單���來了 不過永遠最對我胃口的都不是表題曲 然後推薦的歌曲還不是日向的
https://open.spotify.com/track/1FVwIVuTtMaptIxyE6zJZj?si=KWTf5ycUQKem5ocSYCzsfg
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possiblenerd · 6 years ago
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After seeing some of the cool stuff you can do with VS Code (Bitbucket PRs!), I wanted to test it out as a candidate for my main IDE. So I made this to try it out.
Verdict: JetBrains Rider is so good!
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ericvanderburg · 2 years ago
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How to Enhance Your Game Project Using the ObjectPool Pattern? (A Unity Guide)
http://dlvr.it/SnpryR
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asciidwango · 5 years ago
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UniRx/UniTask完全理解
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UniEx/UniTaskライブラリを学んで、つよつよプログラマになろう!
リアクティブプログラミング、非同期プログラミングをUnityで実現するUniRx/UniTaskライブラリの使い方を徹底的に解説する。Unity C#で高度な開発を行える知識を習得して一歩先を行くプログラマをめざそう。
打田 恭平著 定価:4,320円(本体:4,000円) 発売日:2020年11月6日 形態:B5変型版(496ページ) ISBN:978-4-04-893075-8
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UnityにおけるC#プログラミングをある程度習得している人を対象として、UniRx/UniTaskを活用方法を徹底的に解説する。UniRx,UniTaskはともにUnityによる高度な開発を行う場合に必須となるものだ。リアクティブプログラミングの概念をUnityで利用できるようにするライブラリがUniRx、C#の標準機能であるTaskおよびasync/awaitをUnity向けに最適化したライブラリがUniTaskである。本書は、UniRx/UniTaskに関する基礎的な用語、動作原理、各オブジェクトの振る舞いなどをきめ細かく紹介していく。それぞれの特徴を体系的に理解することで、一歩先をいくプログラマとしてのスキルを身につけることができるようになる。
◆著者プロフィール 打田 恭平 幼いころからゲーム開発者を夢見てC#を学習し、「とりすーぷ」名義で同人ゲーム制作活動を行う。Unityにおける効率的なプログラムの設計手法やライブラリの活用方法を研究中。ゲーム制作の経験を活かしてブログ執筆や勉強会主催・登壇を行い、その積極的なコミュニティ活動が評価され2018年にMicrosoft MVP for Developer Technologiesを受賞。以降、継続して受賞中。現在株式会社バーチャルキャスト所属。
◆目次
第I部 UniRx
第1章 概説 1.1 はじめに 1.2 UniRxとは 1.3 UniRxの導入方法 1.4 UniRxの用途 1.5 第1章まとめ
第2章 UniRxの動作原理 2.1 Observableとは何か 2.2 Observableの扱い方 2.3 Observableの性質 2.4 Scheduler
第3章 Observableの作り方 3.1 Subject系 3.2 ReactiveProperty系 3.3 ファクトリメソッド 3.4 Unityイベント関数からの変換 3.5 uGUI のイベントから変換 3.6 コルーチンからの変換 3.7 StateMachineBehaviourから変換 3.8 Taskから変換
第4章 Operator 4.1 マーブルダイアグラムについて 4.2 フィルタリング系Operator 4.3 メッセージ変換系Operator 4.4 メッセージやストリームの合成系Operator 4.5 ストリームの性質自体の変換系Operator 4.6 エラーハンドリング系Operator 4.7 Hot変換用Operator 4.8 Schedulerを切り替えるOperator 4.9 その他のOperator
第5章 その他UniRxの便利な機能 5.1 ObservableLogger 5.2 MessageBroker 5.3 AsyncMessageBroker 5.4 ReactiveCommand 5.5 AsyncReactiveCommand<T> 5.6 ObjectPool 5.7 Model-View-(Reactive)Presenterパターン
第6章 非同期処理とUniRx 6.1 はじめに 6.2 async/awaitとTask 6.3 Observable,async/await,Task 6.4 UniRxが提供するAwaiter 6.5 まとめ
第II部 UniTask
第7章 UniTaskの機能紹介 7.1 UniTaskの導入方法 7.2 UniTaskの機能一覧 7.3 さまざまなオブジェクトのasync/await対応 7.4 UniTaskを生成する方法 7.5 UniTaskTracker 7.6 UniTaskの用途 7.7 非同期処理のキャンセル
第8章 UniTaskライブラリのファクトリメソッド/拡張メソッド紹介 8.1 ファクトリメソッド 8.2 UniTaskで利用可能なメソッド/拡張メソッド紹介
第9章 UniTaskAsyncEnumerable 9.1 UniTaskAsyncEnumerableを利用するためには 9.2 UniTaskAsyncEnumerableの使い方 9.3 UniTaskAsyncEnumerableの生成方法 9.4 LINQ メソッド 9.5 Channel 9.6 AsyncReactiveProperty
第10章 UniRx/UniTaskまとめ
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thetopprogrammer · 5 years ago
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Udemy Free Course, Udemy Coupon   Discount – $199.99 Free 100% Off Lectures – 33 lectures Skill Level –Beginner Level Language – English Published –9/2018 Take this course! Course Includes Implement the Objectpool, Flyweight and Command – Designpatterns in your game Improve the performance of your game Queue Actions of a player, so they are executed one after another Implement a history of player-actions with […]
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rafi1228 · 6 years ago
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Improve your Coding Skills in the Unity3D Engine beyond beginner Level with Designpatterns for Unity.
What you’ll learn
Queue Actions of the player, so they are executed one after another
Create a history of player-actions with an undo-Functionality
Write cleaner code
Improve the performance of your game
Improve your game’s data-structure by using ScriptableObjects
Implement the Singleton, Objectpool, Flyweight and Command – Designpatterns in your game
Requirements
Fundamental understanding of Unity, C# and objectoriented Programming
Description
If you already possess a fundamental understanding of C# and the Unity Engine and want to improve your coding skills further, then this course is for you.
The Ultimate Guide to Unity Designpatterns introduces you to best practice solutions for common problems in gameprogramming. You will discover how you can improve the quality of your code by using these important Designpatterns, which are specifically adapted to make use of the unique features of the Unityengine, like for example ScriptableObjects.
In this course you will:
Implement best practice Solutions to common problems in gameprogramming
Discover the Singleton – Designpattern- Structure your game more elegantly
Discover the ObjectPool – Designpattern- Improve the performance of your game
Discover the Command-Designpattern- Implement a history of player-actions with an Undo-Functionality- Queue Actions of a player, so they are executed one after another
Discover the Flyweight – Designpattern- Improve your game’s data-structure by using ScriptableObjects- Reduce the RAM-Usage of your game
This course is very project-based and practical, so you will implement the concepts directly in small games.
For each Concept you will be challenged to implement it yourself, but if you don’t feel up to the task you will also be shown a well explained step-by-step guide how to implement it.
The course also features several Demo-Projects, where you can look up best practice implementations.
It also features Projects which are specifically designed to compare the performance of different approaches for implementing these Designpatterns.
Why learn from me?
I have been a game-programming teacher for more than 5 years now and as a result have plenty of experience in what works and what doesn’t when teaching programming. Also I am a firm believer, that you can only learn the high craft (some might even say art) of programming, if you practice it. Which is why I put much effort into making the advantages of these designpatterns clear by giving you small practical assignments where you are challenged to improve an existing game’s code with these designpatterns.
Become a better Programmer, now! I’ll meet you inside the course!
Who is the target Audience?
Unity users who want to improve their programming skills beyond basic tutorials
Programmers who want to improve the Performance, Quality  and Expandability of their Code
Coders who want to add a few battle-proven solutions for common problems in gameprogramming to their toolkit
Who this course is for:
Unity users who want to improve their programming skills beyond basic tutorials
Programmers who want to improve the Performance, Quality and Expandability of their Code
Programmers who want to add a few battle-proven solutions for common problems in gameprogramming to their toolkit
Created by Andreas Metz, Designers Group Last updated 10/2018 English English [Auto-generated]
Size: 2.21 GB
   Download Now
https://ift.tt/2q70R8M.
The post The Ultimate Guide to Unity Designpatterns appeared first on Free Course Lab.
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ttorialcom · 7 years ago
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[Udemy] The Ultimate Guide to Unity Designpatterns
Improve your Coding Skills in the Unity3D Engine beyond beginner Level with Designpatterns for Unity. Queue Actions of the player, so they are executed one after another Create a history of player-actions with an undo-Functionality Write cleaner code Improve the performance of your game Improve your game's data-structure by using ScriptableObjects Implement the Singleton, Objectpool, Flyweight and Command - Designpatterns in your game Requirements Fundamental understanding of Unity, C# and objectoriented Programming Description If you already possess a fundamental understanding of C# and the Unity Engine and want to improve your coding skills further, then this course is for you. The Ultimate Guide to Unity Designpatterns introduces you to best practice solutions for common problems in gameprogramming. You will discover how you can improve the quality of your code by using these important Designpatterns, which are specifically adapted to make use of the unique features of the Unityengine, like for example ScriptableObjects.   In this course you will: Implement best practice Solutions to common problems in gameprogramming Discover the Singleton - Designpattern - Structure your game more elegantly Discover the ObjectPool - Designpattern - Improve the performance of your game Discover the Command-Designpattern - Implement a history of player-actions with an Undo-Functionality - Queue Actions of a player, so they are executed one after another Discover the Flyweight - Designpattern - Improve your game's data-structure by using ScriptableObjects - Reduce the RAM-Usage of your game   This course is very project-based and practical, so you will implement the concepts directly in small games. For each Concept you will be challenged to implement it yourself, but if you don't feel up to the task you will also be shown a well explained step-by-step guide how to implement it. The course also features several Demo-Projects, where you can look up best practice implementations. It also features Projects which are specifically designed to compare the performance of different approaches for implementing these Designpatterns.   Why learn from me? I have been a game-programming teacher for more than 5 years now and as a result have plenty of experience in what works and what doesn't when teaching programming. Also I am a firm believer, that you can only learn the high craft (some might even say art) of programming, if you practice it. Which is why I put much effort into making the advantages of these designpatterns clear by giving you small practical assignments where you are challenged to improve an existing game's code with these designpatterns.   Become a better Programmer, now! I'll meet you inside the course! Who is the target Audience? Unity users who want to improve their programming skills beyond basic tutorials Programmers who want to improve the Performance, Quality  and Expandability of their Code Coders who want to add a few battle-proven solutions for common problems in gameprogramming to their toolkit   Who is the target audience? Unity users who want to improve their programming skills beyond basic tutorials Programmers who want to improve the Performance, Quality and Expandability of their Code Programmers who want to add a few battle-proven solutions for common problems in gameprogramming to their toolkit source https://ttorial.com/the-ultimate-guide-unity-designpatterns
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myfreecourses · 7 years ago
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The Ultimate Guide to C# Designpatterns in Unity - Udemy Coupon
The Ultimate Guide to C# Designpatterns in Unity – Udemy Coupon
The Ultimate Guide to C# Designpatterns in Unity – Udemy Coupon
Improve your Coding Skills in the Unity Engine by using Designpatterns like Objectpool, Flyweight and Command
    Get Discount
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tamagossowdev-blog · 8 years ago
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Week 11
Debugging/Testing Build - 1 hour
Ranged Enemy - 15 hours
Implementing Ranged Enemy - 
The ranged enemy model was finished. The model was made intentionally to reuse the other goblin model only with slight changes, as the Grunt model was used to initially test the scripts. Prior to the Ranged Enemy model being done, all the scripts were made and tested using another model, so that the scripts could just be dragged onto the new model and they instantly work. However there were some problems.
Projectile - The projectile script that was used for the cannons did not work with the ranged enemys, as stated in a previous post. This would have been an easy fix except everyone decided it would be better to keep the cannons in the tutorial. This meant I had to make a new Projectile script and Prefab so that both could be used. I also had to change the ObjectPooler in the Level scene but not the Tutorial scene. 
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Agent Moving - The script that was made worked perfectly with the other grunt models. The model, animations and everything was the same for both the Grunt and Ranged enemys except for weapons. However the script did not work on the ranged enemy. The ranged enemy will not move with the RunFrom() function. There were few occasions where i could get it to work.
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At the shadow puzzle it could move along the edge but never onto the actual navmesh. 
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At the fountain it could move along the Navmesh but only move to this point without a navmesh. I even tested in one of the open areas of the terrain, thinking maybe the Navmesh was being blocked by something. But it did not work either. 
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The agent has a location but will not move to it. I rewrote the script to look cleaner and remove any extra things that I thought were unnecessary.  
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I tested to see if it was the model or whether something had changed with the navmesh over the past few weeks. So I dropped the Ranged enemy script onto on of the Grunt Prefabs however it still worked, which stumped me. There was no discernible difference that would have changed the outcome. 
 I tested to see if SetDestination was the problem so I replaced it with Destination. This didnt work. I added to the script for ai.SetTarget(player). This proved to work as long as the player was more the 15f away, which means that none of the IF statements were being called. This means it probably was a problem with SetDestination. I thought it may be a problem with Update. So I added an if statement to check if the path is complete before generating a new path. 
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This didnt seem to do anything. But I noticed that it was still creating a new path whether the other one was complete or not. I then tried changing the Stopping distance within the script to 1f and it worked. Curious, i removed the Path Complete check and it still worked. Turns out because the script was a carbon copy of a much older version of the Grunt Enemy script. In the Awake() it was setting the stopping distance to 15f. This might show why they path around the fountain may have worked as it may have been longer than 15f. But not why the path on the shadow puzzle would have worked. The fact that it still worked with the other models still confounds me aswell.
Other Bugs - The model would wig out whenever it would attack and run away, as it would look back and forth multiple times. I had to delete some code from the RunFrom(). The agent would also keep moving towards the Path when turning around and attacking so I added a agent.IsStopped to stop it when it attacks. 
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codemules-blog · 9 years ago
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Designing an Object Pool for Unity - Prior Art (2)
The first step beyond identifying the need for new functionality is conceptualization of the functionality and how it will intersect with your existing system. This conceptualization is generally just identifying what you want, what you expect it to do, and how you expect it to help you achieve a specific goal.
Once we have identified the need for a feature and we determine that the scope of the feature exceeds a certain threshold we start looking for how other people have solved the same or similar problem. In the process we may find a great solution we can use directly. This can save a lot of time and cost. This doesn't happen very often but it is really nice when it does. More often, reviewing features and implementations from other authors helps us fine tune our feature requirements, and more importantly, allows us to clearly identify things that we don’t  like and want to avoid in our design/implementation.
Object Pooling is no exception; there is a lot of prior art. Both Github and the Unity Asset Store are littered with projects that provide some form of object pooling. In addition, there are a number of blog posts related to the subject, most of which include code. There are packages on the asset store that cost enough $$$ that we didn't bother to check them out even though the feature sets seemed reasonably robust. As is to be expected we didn't find a lot of things we liked, but we did find a few things we didn't hate. 
What we did find that really struck us was the object pool implementation used by the code analysis module in the  Microsoft Roslyn C# Compiler. Surprisingly, the approach/philosophy of the Roslyn implementation is closely aligned with our thoughts on what we need for pooling instances of .NET objects. We will talk about our object pooling philosophy next.
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thetopprogrammer · 5 years ago
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Udemy Free Course, Udemy Coupon   Discount – $199.99 Free 100% Off Lectures – 33 lectures Skill Level –Beginner Level Language – English Published –9/2018 Take this course! Course Includes Implement the Objectpool, Flyweight and Command – Designpatterns in your game Improve the performance of your game Queue Actions of a player, so they are executed one after another Implement a history of player-actions with […]
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thetopprogrammer · 5 years ago
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Udemy Free Course, Udemy Coupon   Discount – $199.99 Free 100% Off Lectures – 33 lectures Skill Level –Beginner Level Language – English Published –9/2018 Take this course! Course Includes Implement the Objectpool, Flyweight and Command – Designpatterns in your game Improve the performance of your game Queue Actions of a player, so they are executed one after another Implement a history of player-actions with […]
The post The Ultimate Guide to C# Designpatterns in Unity [Udemy Free Coupon – 100% Off] appeared first on The Top Proggrammer.
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thetopprogrammer · 6 years ago
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Udemy Free Course, Udemy Coupon   Discount – $199.99 Free 100% Off Lectures – 33 lectures Skill Level –Beginner Level Language – English Published –9/2018 Take this course! Course Includes Implement the Objectpool, Flyweight and Command – Designpatterns in your game Improve the performance of your game Queue Actions of a player, so they are executed one after another Implement a history of player-actions with […]
The post The Ultimate Guide to C# Designpatterns in Unity [Udemy Free Coupon – 100% Off] appeared first on The Top Proggrammer.
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thetopprogrammer · 6 years ago
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Udemy Free Course, Udemy Coupon   Discount – $199.99 Free 100% Off Lectures – 33 lectures Skill Level –Beginner Level Language – English Published –9/2018 Take this course! Course Includes Implement the Objectpool, Flyweight and Command – Designpatterns in your game Improve the performance of your game Queue Actions of a player, so they are executed one after another Implement a history of player-actions with […]
The post The Ultimate Guide to C# Designpatterns in Unity [Udemy Free Coupon – 100% Off] appeared first on The Top Proggrammer.
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thetopprogrammer · 6 years ago
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[ad_1]   Discount – $199.99 Free 100% Off Lectures – 33 lectures Skill Level –Beginner Level Language – English Published –9/2018 Take this course! Course Includes Implement the Objectpool, Flyweight and Command – Designpatterns in your game Improve the performance of your game Queue Actions of a player, so they are executed one after another Implement a history of player-actions with an undo-Functionality Improve your […]
The post The Ultimate Guide to C# Designpatterns in Unity [Udemy Free Coupon – 100% Off] appeared first on The Top Proggrammer.
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