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izzo

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About izzo

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    samizzo
  1. You might want to check out the bgfx source code. It follows a similar design. It's common in a lot of big AAA engines. As to your question - the handles are typically just an integer index that is used to look up the pointer in the backend. So for example the client code sends a texture (as raw RGB data) to the backend and says "create this texture for me". The renderer allocates a command in the command buffer and a handle for the new resource and returns the handle to the client. The idea is that all code should go via the API using the handle and never poke into resources directly (because usually that is only allowed from the render thread). So performance isn't too much of a problem - you can lock the handle data structures or even use lock-free techniques. Cheers, Sam
  2. Hdg Remote Debug is a live update and debug tool for Unity that lets you inspect the GameObjects, components, and properties on a build of your software running on your device. This can save you a lot of time when tweaking things like UI layout or game play parameters; you don't have to keep redeploying to your device.   Recently we've added UWP support so it can now be used with Windows 10 devices, including Microsoft HoloLens!   Just add the server prefab to your scene and your GameObjects will appear automatically in the editor tool. You don't have to make any changes to your code at all!   Hdg Remote Debug is available now on the asset store: http://u3d.as/sHr   Thanks! Sam  
  3. I've just released Hdg Remote Debug on the asset store: http://u3d.as/sHr     Hdg Remote Debug is a live update and debug tool for Unity 3D that lets you inspect the GameObjects, components, and serialized fields in your game after it has been deployed onto a device. It is an alternative to the Unity Remote that actually works! You can tweak fields on the live build while sitting in the Unity editor, and it's great for quickly iterating on settings like UI layout and touch controls. Features Simple to use. Runs on any platform that Unity supports (tested in the Mac and Windows editor, and with Android and iPhone devices, but it should work everywhere). Works with micro mscorlib! Iterate on touch controls on the device. More reliable than the Unity Remote. Works with Unity free or Pro. Workflow Drop the provided prefab into your scene. Build and deploy to your device. Bring up the Hdg Remote Debug window by clicking on "Window > Hdg Remote Debug". Click the "Active Player" button and your device should appear in the list. Select it and profit!       Hdg Remote Debug is available in the Asset Store now for a launch special half-price deal of $25! Get it here http://u3d.as/sHr!   More information is available on our web site here: http://www.horsedrawngames.com/remote-debug-live-update-of-unity-builds-on-device/   And on the Unity forums post here: http://forum.unity3d.com/threads/hdg-remote-debug-live-update-inspector-for-your-phone.399096/  
  4. Last year I forked NShader, the shader syntax highlighting plugin for Visual Studio, and added some new features to it. I also rebuilt it for Visual Studio 2015. I've just made another update to it to allow you to add file extensions via the Visual Studio settings dialog, and associate them with NShader (previously the file extensions were hard-coded).   You can download source and/or releases here:   https://github.com/samizzo/nshader   There's more information on my blog about the plugin here:   http://www.horsedrawngames.com/shader-syntax-highlighting/ http://www.horsedrawngames.com/shader-syntax-highlighting-in-visual-studio-2013/  
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