- 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 System.Collections.Generic; | |
using System.IO; | |
using System.Reflection; | |
using System.Text.RegularExpressions; | |
using UnityEditor; | |
using UnityEngine; | |
/// <summary> | |
/// Generates a boilerplate custom inspector script for Monobehaviours and populates it with its serialized fields. |
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// When creating shaders for Universal Render Pipeline you can you the ShaderGraph which is super AWESOME! | |
// However, if you want to author shaders in shading language you can use this teamplate as a base. | |
// Please note, this shader does not necessarily match perfomance of the built-in URP Lit shader. | |
// This shader works with URP 7.1.x and above | |
Shader "Universal Render Pipeline/Custom/Physically Based Example" | |
{ | |
Properties | |
{ | |
// Specular vs Metallic workflow | |
[HideInInspector] _WorkflowMode("WorkflowMode", Float) = 1.0 |
This list is provided as a guide for tools engineers of all skill levels looking for jobs in the game industry. It's meant as a guide to topics that should be pursued broadly in order to be well spoken in an interview. I doubt any hiring manager requires deep knowedge across every topic, but an ideal candidate would be somewhat knowledgable (aware of its existence if asked directly) with all topics here.
Each list of bullets increases in difficulty, so later bullets are more applicable to senior (or even director) level candidates.
Good luck.
@gorlak
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// @NOTE Must be called from FixedUpdate() to work properly | |
void NormalizeSlope () { | |
// Attempt vertical normalization | |
if (grounded) { | |
RaycastHit2D hit = Physics2D.Raycast(transform.position, -Vector2.up, 1f, whatIsGround); | |
if (hit.collider != null && Mathf.Abs(hit.normal.x) > 0.1f) { | |
Rigidbody2D body = GetComponent<Rigidbody2D>(); | |
// Apply the opposite force against the slope force | |
// You will need to provide your own slopeFriction to stabalize movement |