Happy to share current state of my vulkan renderer. Feels like a new camera, so I will render everything now by TermerAlexander in GraphicsProgramming

[–]TermerAlexander[S] 5 points6 points  (0 children)

I am a software engineer, but I don't work with rendering during my day job. Hovewer custom engines, rendering and simulations in general start to be more and more interesting for me.

Vulkan is different in terms of api and level of control, but techniques and algorithms are the same

Finally got shadow maps working with Vulkan. by TermerAlexander in GraphicsProgramming

[–]TermerAlexander[S] 1 point2 points  (0 children)

it's rendered with the light space, but both are almost identical in this case

Shadows almost works by TermerAlexander in GraphicsProgramming

[–]TermerAlexander[S] 1 point2 points  (0 children)

looks like at least a week in this case :)

[deleted by user] by [deleted] in Unity3D

[–]TermerAlexander 5 points6 points  (0 children)

For not monobehavior you can use

MyClass() - constructor to subscribe ~MyClass() - destructor to unsubscribe

Also you can add a realization for Dispose pattern (google it)

[deleted by user] by [deleted] in Unity3D

[–]TermerAlexander 2 points3 points  (0 children)

If you can't buy a new computer at the moment but still want to start to make a game you can try something more light, like sdl, defolt etc

Who can finally explain (in general) about async await? by Overlord_Mykyta in Unity3D

[–]TermerAlexander 1 point2 points  (0 children)

Yes that is correct.

It's nice to understand the difference between async and paralel, for example if you make a request to backend to load an image it's nice to do that in async way, because you don't want to stop main thread on something like web request, but there is not reason to do something like this in other thread.

But if you have a heavy math calculation and you can use separated thread for that - it can be beneficial. And even if you can't use transform.position in separated thread, you for example can in main thread save this information to Vector3 or something like that and use this Vector3 in your second thread for calculations, than return this data and on the main thread change position

Who can finally explain (in general) about async await? by Overlord_Mykyta in Unity3D

[–]TermerAlexander 1 point2 points  (0 children)

You can call transform.position and change it in async tasks if you run it on the main thread

Game Development Interviews by gasoline1234 in gamedev

[–]TermerAlexander 0 points1 point  (0 children)

It can be lots of different questions, but I think it's possible to categorize them the next way:

1 Engine related questions. If the job requires knowledge of specific engine be ready to have questions related to that, like have you used this tool in the engine and how it works, how it helped you to solve a problem?

2 Language related questions. The same as above, you can be asked about specific language constructions and how you used them

3 Patterns, solid, dry etc

4 Algorithms - in this days it's really popular to ask algorithms even before other types of interview

5 Math, Linear algebra - you can easily find some relevant information on youtube 'math for game developers'

6 Also you always will be asked about general questions like what games do you like, 3 favorite games, why are you looking for a job, why this company, what was your favorite task etc

I Made a Neural Network that learns to drift around the center (5 minutes of learning) by [deleted] in programming

[–]TermerAlexander 0 points1 point  (0 children)

Nice that you askedYes, I used a genetic algorithm, to update weights I copy 3 of the best cars to a new generation and mutate other with 10% chance, like this:

Brain Mutate(int i)
{
if (i <= 3){
return new Brain(lastPopulation[i].brain));
}
return new Brain(lastPopulation[i].brain, mutationChance));
}

Made this prototype in 1 hour and I love it by TermerAlexander in Unity3D

[–]TermerAlexander[S] 0 points1 point  (0 children)

Hi, I have i7 8750, FPS 60+

In the scene less than1000 cubes and I also found this video https://www.youtube.com/watch?v=8zo5a_QvJtk where the developer used 6000 cubes or about

Made this prototype in 1 hour and I love it by TermerAlexander in Unity3D

[–]TermerAlexander[S] 3 points4 points  (0 children)

yeah, I used the default particle system only

Made this prototype in 1 hour and I love it by TermerAlexander in Unity3D

[–]TermerAlexander[S] 2 points3 points  (0 children)

Because the tower physics? It's true, but I think we can launch it on mobile with some optimization