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• ### Similar Content

• I'm a formally trained composer (doctorate from Michigan State) who writes what most people would call avant-garde concert music. I love weird abstract projects, and I would like to work with somebody making a weird, abstract, artsy game.
You can find more about me and my music on my site. I have worked with acoustic and electronic sounds, including some procedurally generated and interactive computer music.
In particular, I would like to work on a project that lets me use Fmod to prepare an adaptive score for a game built on Unity or Unreal. I've been a music professor and would like to get experience working in this medium so that I can be a better mentor for my students. Send me a DM or email <davidjohnmacdonald@gmail.com> if you would like to discuss working on a project together.
• By Tuner_z

Name: One Level: Stickman Jailbreak
Price: Free
Developer: RTU Studio
Platform: Android
Language: C# (Unity3D)

Hello!
I want to show you my game! "One level: Stickman Jailbreak" is a puzzle game with unusual gameplay where you must help the character to escape from prison. You just need to take the key and get out alive. The game has only one level, and there are many ways to complete it. Not everything is as simple as it might seem at first glance, so there are clues in the game.

Short description:
Nobody escapes from here!

Description:
Tommy got into trouble again! Our hero is behind bars. But he's not going to stay in jail for a long time and he decides to escape. Tommy steals a key and gets out of the jail cell. But our friend doesn't go free: Tommy suddenly finds himself in the same room from which he just escaped! The conditions for escaping change every time. In order to go free Tommy will have to solve logical puzzles and you can help him in this!
At first it will be easy, but the tension will increase, and the tasks will become more complicated with each level. You should use your brain for all 100%, but if your skill is not enough, you can use a hint or ask for help from friends!
You can solve the puzzles alone or with your friends and spend time well!

Features:
Features:
- 48 unique levels;
- the game is translated into 10 languages: English, French, German, Spanish, Italian, Portuguese, Russian, Japanese, Chinese, Korean;
- the function of "help from friend";
- hints;
- instructions.

Trailer:

Screenshots:

• Hello forum,
I have some decent amount of experience in Unity making games for Software Engineering projects in college, these were very specific projects however and I still am fairly new to building games. I wanted to make a game that uses the shadows of objects for collision detecting (i.e. shooting a gun at a characters shadow causes that character damage. What is the best engine to do this in (game will be 3D), and does anyone have any advice on how to approach this concept? I consider myself fairly experienced in programming, but game dev is just an entirely different beast.
• By juicyz
Hey all,
I've been slowly working on my game called AotW for a while now.  I have come to the conclusions that it would be nice to cooperate with 1 or 2 others to help finish it.  Ive been trying to keep my GDD up to date with my ideas and development so that would give a better overview of the game when the time comes.  Currently I have a basic skeleton of the RPG elements needed but everything can still be discussed and talked about and we can transform my idea to something the group likes.
The premise of the game is a Diablo-like procedurally generated map with RPG elements that include sockets, inventory, classes, abilities, crafting, loot, items, sockets, and enchanting.  This will be done in a 2D iso view as I can't do 3D art and I enjoy 2D games a lot.

I don't plan on releasing this as this is more of a hobby project for me and I have a full-time job.  Though I'd like to start putting more hours into development and having others definitely will be motivation.  I also want to be able to say I have finally "finished" a game idea to some degree.  If the time comes and we want to release it, then we can go ahead and do so but that's not my purpose or plan.

Discord:
Juicyz#3683

Thanks,
Juicyz

• Hi, I've been working on this issue for a while and haven't yet found an answer.
Does anyone know the best way to convert unity's LAT & LONG into a vector 3 position that I could use in a virtual world (if it's even possible).

# Unity Data Oriented Design Question

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I was looking through an old thread on DOD and I came across this post by Hodgman: http://www.gamedev.net/community/forums/topic.asp?topic_id=575076&whichpage=2�

Looking at his code, I see this:

ParticleLifeData& life = lifeData;ParticleLocation& pos  = location;

and

ParticleLocation& pos = location;ParticleMaterial& mat = material;

In both instances, each lookup into lifeData, location, or material will cause a catch miss, won't it? Assuming a 64 kb cache line, if the index into lifeData causes a cache miss, then lifeData, lifeData[i + 1], lifeData[i + 2], lifeData[i + 3], lifeData[i + 4], lifeData[i + 5], lifeData[i + 6], lifeData[i + 7] will be loaded into a cache line. But when locations is indexed, won't that cause another cache miss since the cache was either just filled or was all ready loaded with some block of lifeData? If this is the case, would it make more sense to pair either lifeData and location into one structure, or pair location and material into one structure so that the cache miss can be eliminated in one of the cases? Or, is there no cache miss because lifeData, location and material will each be loaded into separate cache lines? If this is the case, then how does the CPU know which cache line should be used when a cache miss is incurred (ie say material causes a cache miss, how does the cpu know not to use the cache line that location is loaded into; is it able to tell which cache line contains the "oldest" memory [ie, last touched]?)?

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Quote:
 Original post by bronxbomber92is there no cache miss because lifeData, location and material will each be loaded into separate cache lines?
Yes (hopefully, most of the time - see associativity below).
Quote:
 But when locations is indexed [after indexing lifeData], won't that cause another cache miss since the cache was either just filled or was all ready loaded with some block of lifeData?
No, the cache is made up of many lines. Hopefully each array will end up in different parts of the cache.
Quote:
 In both instances, each lookup into lifeData, location, or material will cause a catch miss, won't it? Assuming a 64 kb cache line, if the index into lifeData causes a cache miss, then lifeData, lifeData[i + 1], lifeData[i + 2], lifeData[i + 3], lifeData[i + 4], lifeData[i + 5], lifeData[i + 6], lifeData[i + 7] will be loaded into a cache line.
If [i+0] to [i+7] are all loaded into a cache line, then you definitely won't get a cache miss when accessing those 8 elements. You might get a cache-miss when accessing [i+8], however, the CPU has a prediction unit which will hopefully realise that you're traversing an array, and it will also fetch the next cache line from RAM in advance!
If not, you can issue your own prefetch instructions to do this (grab cache lines that you'll need soon, to avoid cache misses) - although, it's hard to do this right without the help of an expensive profiler ;)
Quote:
 If this is the case, would it make more sense to pair either lifeData and location into one structure, or pair location and material into one structure so that the cache miss can be eliminated in one of the cases?
The reason that the particle data was broken into 3 structures in that thread (Life, Location and Material) was because different algorithms used different sub-sets of the total data.

Update only needed Life and Location data, while Render only needed Location and Material data.

So, by breaking it up into 3 structures, we're preventing Update from loading Material data into the cache for no reason, and preventing Render from loading Life data into the cache for no reason.
Quote:
 how does the CPU know which cache line should be used when a cache miss is incurred (ie say material causes a cache miss, how does the cpu know not to use the cache line that location is loaded into; is it able to tell which cache line contains the "oldest" memory [ie, last touched]?)?
Different CPUs use different algorithms. The way that a large amount of RAM is mapped into a small amount of cache is called cache associativity.