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the dots renderer is only like 15-25% faster at rendering. megacity was able to render so many things on screen not because it was using dots...
yes c++ is faster than il2cpp. but il2cpp is faster than no il2cpp. the difference between c++ and il2cpp would practically be 0, especially if...
by *absolutely better*, i mean that a game will be the same apart from the scripting backend. then of course, dots is faster and capable of more...
why would progressive be any slower than bakery? wouldn't bakery just too produce lightmap textures, albeit in a different way and add them to...
a dots based game would absolutely be better in every way than a non dots based game, but its not at all requirement if the scripting in your game...
huh hadn't heard about bakery all too much. what are the pitfalls of progressive lightmapper? i had the impression that it was fairly advanced...
honestly, whatsup with the hype for ue's lumen? hasn't enliten been in every unity version since forever? unity have said they have a replacement...
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that is true from a graphical artistic point of view, UE5 is 1st place by a significant margin but from a programmer's perspective, unity is by...
cherno is pretty cool, i watch his videos
What do all the 16 floats represent in a local to world matrix? can't find this information anywhere
? those are all the data flow nodes i had to connect in the set to get it to work static PlayClipStateComponent CreateGraph(Entity entity, NodeSet...
i'd much rather have dots rather than rocks that look nice close up multi core scaling, vectorisation, self contained scripts with no...
there's no point to arguing with you because you have absolutely no idea what you're talking about and you've likely never even written a line of...
I absolutely couldn't at the slightest bit care less what anyone else uses. i am happy with the easy multicore scaling, i find the memory layout...
it can't be made more readable, you can't iany system on top of that what do you mean no? it literally is, thats absolutely the entire point of...
it literally does though, thats absolutely the whole point. all components are right next to each other. there is no greater level of abstraction....
under the hood that's literally what's happening, there is no greater level of abstraction.
from a scale of 0 being not next to each other, to 1 being next to each other, ecs is a 1
well, you would find that perfect cache hit rate can be achieved when all your data is stored together right next to each other, instead of in...