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Gamasutra: Mike Marrone s Blog - Game Dev Digest Issue #94 - Patterns, Math, and VFX

Game Dev Digest Issue #94 - Patterns, Math, and VFX by Mike Marrone on 05/14/21 11:17:00 am   The following blog post, unless otherwise noted, was written by a member of Gamasutra’s community. The thoughts and opinions expressed are those of the writer and not Gamasutra or its parent company.   This article was originally published on GameDevDigest.com Dig into this week s issue with some programming patterns, 3D math techniques, VFX tutorials and ton more. Enjoy! Model View Controller Pattern for in-game UI - This article describes an approach to structuring UI in Unity. This approach is based on the Model View Controller (MVC) pattern, but it’s slightly adapted for Unity. This isn’t the only way to structure your UI, but it has worked well for all my previous Unity games.

Gamasutra - Get a job: HakJak Studios is hiring a Unity Generalist/Senior Developer

Experience working with Unity’s Scriptable Render Pipeline (URP, in particular).   HLSL and/or Shader Graph experience.   You dabble in the dark and mysterious Technical Arts.  Maybe you know how to make wicked cool shaders / particle systems / VFX Graphs, or do some cool procedurally generated stuff.   College Degree in a related field (computer science, mathematics, etc.)  SHOW US WHAT YOU GOT! Links to any Unity projects you’ve worked on, and what you contributed.   Videos, GIFs, JPEGs of your best, juiciest work.   Links/media of projects you did just for fun / learning (Itch.io page, a downloadable build, etc).   OUR OFFER

Gamasutra: Mike Marrone s Blog - Game Dev Digest Issue #93 - Software craftsmanship

Game Dev Digest Issue #93 - Software craftsmanship by Mike Marrone on 05/07/21 10:14:00 am   The following blog post, unless otherwise noted, was written by a member of Gamasutra’s community. The thoughts and opinions expressed are those of the writer and not Gamasutra or its parent company.   Let s talk about structuring our code and project this week. Enjoy! Unity Architecture Pattern: Structured Prefabs - This article shows a powerful Unity pattern that I’m calling Structured prefabs. Structured prefabs are a pattern I use to simplify prefab initialization and reduce bugs. They help to indicate the intention of the creator to other developers and lead to overall better maintainability.

Gamasutra: Mike Marrone s Blog - Game Dev Digest Issue #91 - Shaders and Math, Oh My!

Game Dev Digest Issue #91 - Shaders and Math, Oh My! by Mike Marrone on 04/23/21 11:12:00 am   The following blog post, unless otherwise noted, was written by a member of Gamasutra’s community. The thoughts and opinions expressed are those of the writer and not Gamasutra or its parent company.   This article was originally published on GameDevDigest.com A shader deep dive you never knew you wanted till now! Plus learn some math, test and debug and other cool stuff. Enjoy! Run Pong on the GPU with Compute Shaders in Unity - This article is about adding interactivity and game logic to Compute Shaders. We’ll do this by writing a version of Pong that runs on the GPU through Compute Shaders.

Unity keynote showcases strong title lineup and concentrates on visual scripting, netcode and rendering pipelines | Development News

Unity’s sizzle reel of titles for this year’s keynote is quite something. You’d expect indie darlings such as Maquette, Outer Wilds and 12 Minutes. But then there’s Amplitude Studios’ reimagining of the Civ genre with Humankind; gritty online shooters such as Escape from Tarkov and GTFO. A variety of smash-hits: Genshin Impact, Fall Guys and Subnautica’s Below Zero expansion. While upcoming titles include the sumptuous OddWorld: Soulstorm (coming to PS+) and the incredible-looking Morbid Metal (created by a solo developer).  It’s a lineup that demonstrates how far the engine has come in terms of the very best console and PC titles over the last few years.

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