- 2011 - A trip through the Graphics Pipeline 2011
- 2013 - Performance Optimization Guidelines and the GPU Architecture behind them
- 2015 - Life of a triangle - NVIDIA's logical pipeline
- 2015 - Render Hell 2.0
- 2016 - How bad are small triangles on GPU and why?
- 2017 - GPU Performance for Game Artists
- 2019 - Understanding the anatomy of GPUs using Pokémon
This file contains hidden or bidirectional Unicode text that may be interpreted or compiled differently than what appears below. To review, open the file in an editor that reveals hidden Unicode characters.
Learn more about bidirectional Unicode characters
| using System.Collections.Generic; | |
| using System.Drawing; | |
| using System.Linq; | |
| using System.Numerics; | |
| using ConsoleGame.Physics; | |
| using ConsoleGame.Rendering; | |
| using ConsoleGame.SaveSystem; | |
| using ConsoleGame.Stats; | |
| using ConsoleGame.Tests; | |
| using ConsoleGame.Tests.UI; |
This file contains hidden or bidirectional Unicode text that may be interpreted or compiled differently than what appears below. To review, open the file in an editor that reveals hidden Unicode characters.
Learn more about bidirectional Unicode characters
| using System.Diagnostics; | |
| using System.Threading.Tasks; | |
| using UnityEngine; | |
| using UnityEngine.SceneManagement; | |
| namespace BananaParty.FurryGame.Client | |
| { | |
| /// <summary> | |
| /// Entry point for wiring up the engine and executing main loop. | |
| /// </summary> |
This file contains hidden or bidirectional Unicode text that may be interpreted or compiled differently than what appears below. To review, open the file in an editor that reveals hidden Unicode characters.
Learn more about bidirectional Unicode characters
| static Lifecycle() => Debug.Log(Prefix + "Static Constructor"); | |
| [RuntimeInitializeOnLoadMethod(RuntimeInitializeLoadType.SubsystemRegistration)] static void Subs() => Debug.Log(Prefix + "Subsystem Registration"); | |
| [RuntimeInitializeOnLoadMethod(RuntimeInitializeLoadType.AfterAssembliesLoaded)] static void AfterAsm() => Debug.Log(Prefix + "AfterAssembliesLoaded"); | |
| [RuntimeInitializeOnLoadMethod(RuntimeInitializeLoadType.BeforeSplashScreen)] static void BeforeSlash() => Debug.Log(Prefix + "Before Splash"); | |
| [RuntimeInitializeOnLoadMethod(RuntimeInitializeLoadType.BeforeSceneLoad)] static void BeforeScene() => Debug.Log(Prefix + "BeforeScene"); | |
| private void Awake() => Debug.Log(Prefix + "Awake"); | |
| private void OnEnable() => Debug.Log(Prefix + "OnEnable"); | |
| [RuntimeInitializeOnLoadMethod(RuntimeInitializeLoadType.AfterSceneLoad)] static void AfterScene() => Debug.Log(Prefix + "AfterSceneLoad"); | |
| [RuntimeInitializeOnLoadMethod] static void DefaultLog() => Debug.Log(Prefix + "RuntimeInit Default"); | |
| void Start() => Debug |
My Unity repo's git config as of today.
For more complex and complete alternatives, look at:
This file contains hidden or bidirectional Unicode text that may be interpreted or compiled differently than what appears below. To review, open the file in an editor that reveals hidden Unicode characters.
Learn more about bidirectional Unicode characters
| ScriptableObject Icon | |
| _Popup | |
| _Help | |
| Clipboard | |
| SocialNetworks.UDNOpen | |
| SocialNetworks.Tweet | |
| SocialNetworks.FacebookShare | |
| SocialNetworks.LinkedInShare | |
| SocialNetworks.UDNLogo | |
| animationvisibilitytoggleoff |