Blog Archives

Shader Q&A

Last week, Mike asked me a bunch of really well worded and well thought out questions on my “Writing Your First Shader” post https://josephstankowicz.wordpress.com/2013/06/22/writing-your-first-shader/#comment-72. Answering these questions seemed like a great topic for this week’s post. 1. As I was

Posted in Unity3D, Unity3D Performance

Managing 3rd Party Plugins Without Compromising Game Design

Something that was new to me when I started Unity development was the vast quantity of third party plugins. In the years I spent developing games with custom in-house engines, third party code did exist, but it generally existed in

Posted in Unity3D, Unity3D Performance

Short Blogging Break

I’m going to take a short break from my Unity3D blogs for a few days to try and build up a good backlog of topic ideas, as well as keeping myself from burning out. Here’s my current list of topics

Tagged with:
Posted in Unity3D, Unity3D Performance

Building a Custom Resource Loading Solution

There is going to be a point in the development of many projects for iOS and Android that you might decide your system for loading content at runtime needs a major upgrade. Maybe you’re targeting a 50 MB size for

Tagged with:
Posted in Unity3D, Unity3D Performance

Managing Your Content Pipeline

The content and workflow pipeline is something that many people do not give a lot of thought to. Chances are, you build a comfortable rhythm for getting a piece of content into your game, and stick with that as long

Tagged with:
Posted in Unity3D, Unity3D Performance

Skinned Animation : Runtime

Yesterday’s post here https://josephstankowicz.wordpress.com/2013/06/07/skinned-animation-content-creation/ details the process of creating a skinned mesh animation, today I will cover the runtime side of things, and maximizing performance of skinned mesh animations. To compute the render position of a vertex of a skinned

Tagged with:
Posted in Unity3D, Unity3D Performance

Skinned Animation : Content Creation

Animation through skinned meshes is a key piece of technology that lets us have modern 3D video games that don’t look look like the original Virtua Fighter arcade game. If you develop a 3D game nowadays that features any sort

Tagged with:
Posted in Unity3D, Unity3D Performance