- 2011 - A trip through the Graphics Pipeline 2011
- 2015 - Life of a triangle - NVIDIA's logical pipeline
- 2015 - Render Hell 2.0
- 2016 - How bad are small triangles on GPU and why?
- 2017 - GPU Performance for Game Artists
- 2019 - Understanding the anatomy of GPUs using Pokémon
- 2020 - GPU ARCHITECTURE RESOURCES
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using System; | |
using UnityEngine; | |
using UnityEngine.Tilemaps; | |
using Random = UnityEngine.Random; | |
public class PlayerAnimator : MonoBehaviour { | |
[SerializeField] private float _minImpactForce = 20; | |
// Anim times can be gathered from the state itself, but | |
// for the simplicity of the video... |
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using System.Collections.Generic; | |
using UnityEngine; | |
using UnityEngine.Sprites; | |
using UnityEngine.UI; | |
#if UNITY_2017_4 || UNITY_2018_2_OR_NEWER | |
using UnityEngine.U2D; | |
#endif | |
#if UNITY_EDITOR | |
using UnityEditor; |
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using System; | |
using System.Collections.Generic; | |
using System.Linq; | |
using UnityEditor; | |
using UnityEngine; | |
using Object = UnityEngine.Object; | |
public class MaterialGradientDrawer : MaterialPropertyDrawer { | |
private int resolution; |
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using System; | |
using System.Collections; | |
using System.Collections.Generic; | |
using UnityEngine; | |
using UnityEngine.U2D; | |
[ExecuteInEditMode] | |
public class SpriteWaterShape : MonoBehaviour | |
{ | |
public SpriteShapeController controller; |
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#ifndef TRICUBIC_INCLUDED | |
#define TRICUBIC_INCLUDED | |
float4 Cubic(float v) | |
{ | |
float4 n = float4(1.0, 2.0, 3.0, 4.0) - v; | |
float4 s = n * n * n; | |
float x = s.x; | |
float y = s.y - 4.0 * s.x; | |
float z = s.z - 4.0 * s.y + 6.0 * s.x; |
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using UnityEngine; | |
public interface IReceiver | |
{ | |
void OnComponentRemoved(Component component); | |
void OnComponentAdded(Component component); | |
void OnComponentEnabled(Component component); | |
void OnComponentDisabled(Component component); | |
} |
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using System.Collections.Generic; | |
using UnityEngine; | |
using UnityEngine.Sprites; | |
using UnityEngine.UI; | |
#if UNITY_2017_4 || UNITY_2018_2_OR_NEWER | |
using UnityEngine.U2D; | |
#endif | |
using Sprites = UnityEngine.Sprites; | |
#if UNITY_EDITOR |
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What this guide covers:
Here are all of the resources mentioned by Deconstruct 2017 speakers, along with who recommended what. Please post a comment if I missed something or have an error!
- Seeing Like a State by James Scott
- Public Opinion by Walter Lippmann (Evan Czaplicki)
- A Pattern Language by Christopher Alexander (Brian Marick)
- Domain Driven Design by Eric Evans (Brian Marick)
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