2018
Mar
30
revised Why does this implementation of sweep and prune freeze, and how can I fix it?
changed the name to be unique to avoid "[not a duplicate]" text
Mar
30
suggested approved edit on Why does this implementation of sweep and prune freeze, and how can I fix it?
Mar
29
answered Which UVs to use when I have more UVs coordinates than vertices Obj
Feb
5
comment Lightmap not moving properly with camera movement
@Pins It's not wrong, but i don't think it's correct for what you want. I advise to use something similar to what you used for textureSampler and TexCoords.
Feb
2
comment Lightmap not moving properly with camera movement
@Pins why is the lightmap coord calculated with gl_FragCoord ?
2016
Dec
12
comment Collision code is creating allocations on heap every frame
axis = new Vector2[...] that looks like an array. In any case try to avoid using new keyword in general, allocate everything that you have to during loading or once when needed.
Dec
12
comment Collision code is creating allocations on heap every frame
i'm no C# expert here but should't new do just that, allocate some memory (google searching points out to this) ?
Dec
8
comment What happens if I delete .meta files?
short answer: bad things. .meta files store information about the file with the same name, information that is used by unity and that can be indirectly changed by content creators. if you delete them you loose that information and, depending on what you removed, references can be lost, things have to be reconfigured, etc
Dec
6
answered How do I calculate NDC coordinates in a fragment shader?
Nov
29
comment Ray & Segment Intersection
that intersection code looks too complicated, check this website: realtimerendering.com/intersections.html
Nov
26
awarded  Yearling
Nov
17
comment Deployed Android APK file size was more tha expected when developed in Unity
@Gopal the apk is a zip file, extract it and see what's inside. My first guess for the biggest one is the unity runtime (often this can be quite large and considering the complexity of unity it could be that ). There are also assets and some other stuff required by android.
Nov
15
comment How costly is an OpenGL draw call, and how do I optimise them?
What are the ways to reduce the number of draw calls? Yes , draw less stuff, use instancing, batch small geometry into larger objects, don't draw (or add level of detail to) distant objects, frustum culling , occlusion culling, eliminate invisible geometry in complex scenes
Nov
15
comment How costly is an OpenGL draw call, and how do I optimise them?
How much costly is a draw call? , impossible to tell , each platform has it's own different cost (pc intel/nvidia/ati, mobile, consoles, embedded devices , etc). Multiply all of that with all the possible combinations to draw stuff (and there are a lot)
Nov
11
revised Can I always assume that fixed time step in Unity is reliable?
updated question title
Nov
11
suggested approved edit on Can I always assume that fixed time step in Unity is reliable?
2015
Dec
3
revised How do you prepare for out of memory conditions?
deleted 30 characters in body
Nov
26
awarded  Yearling
May
19
comment Phong shading blows out things close to white [OpenGL]; is there a way around this?
i'm asking because this line at least light.specularIntensity * material.specular doesn't look right. is should be something like ` material.specular * pow(e_dot_l,light.specularIntensity)`. The same is for the rest of the illumination components , they should be calculated in a way, just a multiplication does't cut it.
May
18
comment Does Steam provide persistent data storage to developers?
@Ben do you mean alternative to steam cloud api?