Jump to content

  • Log In with Google      Sign In   
  • Create Account


Member Since 08 Dec 2011
Offline Last Active Jul 21 2016 03:49 AM

Posts I've Made

In Topic: Best game engine?

18 July 2016 - 02:41 AM

Create a sticky best engine topic? see one topic a day almost ^^

In Topic: Should I leave Unity?

14 July 2016 - 02:05 AM

Unity is amazingly fast, I thought the topic was about pricing and license issues :P.. I'm a C++ fun, and the Unity C#'s garbage collector is of stone age (quote from someone I can't currently recall), despite that, with minor care in coding you should get almost native performance in regular algorithms, and so on. Be sure to use a object pool where needed and you are ready to go.

What you should be carefull about are not C# objects but API calls (number of active monobehaviours, resource management calls like creating and updating huge amount of vertices and textures etc.) Profile your code always, you don't need unity profiler you can use the .NET high precision timer.

Now Unity renderer is asynchronous, but you do not have to write sync primitives, that's similiar to what I did in my 3D engine, basically that means that when you update data to GPU, unity has either to SUSPEND your main thread or to copy the data in another buffer before sending it again to GPU this is good because allow threading without user know that, but  updating data without care can become a bottleneck,


I suggest you to use 2 different meshes and alternate their use after each update, also the unity Mesh is something really bad designed, you should look carefully at examples, there are LOTS of implicit behaviours (see difference between "sharedMesh" and "mesh") you should be aware off to get decent performance out of it.

In Topic: Isometric tile culling batching on 3D world

07 July 2016 - 02:11 AM

Yes, but instead of hiding what is behind,  I want to show "the behind" and hide occluders. :)

I figured partially how to implement that:
EDIT: fake allarm, huge rendering artifacts :P

In Topic: Yet another 'Best engine' topic

06 July 2016 - 02:19 AM

Personal Edition can be licensed up to 100.000$ of gross revenue, after that you HAVE to start paying the monthly subscription. It is perfect for people working alone, but it is a indie teams killler to me. Also because you cannot do something like:

1) team member pay the license and sell the game so he is the only that have to pay..


because all team members have to have the same license (and the same apply to assets bought on asset store: 1 license per seat on same project, and all team members should have the same license)

In Topic: Help me understanding Svelto ECS

06 July 2016 - 01:59 AM

Thanks you so much!