THE ENGINE DIRECTOR BEHIND AAA CONSOLE GAMES WALKED ON STAGE AT A C++ CONFERENCE AND TOLD A ROOM OF EXPERTS THAT THE CLEAN, OBJECT ORIENTED CODE THEY ARE PROUD OF IS A LIE AND IT QUIETLY THROWS AWAY 90% OF THE MACHINE THEY PAID FOR
85 minutes from Mike Acton -- engine director at Insomniac Games, where wasting cycles is not an abstract debate, it is the difference between a game that ships and one that dies.
-> His first principle is blunt: the only purpose of any program is to transform data. Not to model the world in pretty classes. Move data, fast.
06:33 -- The lie he calls out: "Software is the platform". No. The hardware is the platform. Ignore it and you cannot even reason about the cost of your own code.
Most devs never look at what the CPU actually does. They stack abstractions until the machine spends its life waiting on memory it should never have touched.
49:38 -- He prints a value, zips it, and measures the waste directly. A brutal little trick that exposes how much of your data is pure noise.
And this is the AI era's blind spot too. Agents generate more abstract code faster, on hardware nobody profiles, while the GPU bill quietly explodes.
You thought clean code was the goal. This is the man shipping real engines saying the machine is the goal, and clean code is often how you lose it.
Bookmark it & you'll never look at your own abstractions the same ↓
Refunding a cheap indie game that you actually enjoyed, just because you beat it in under 2 hours, isn't a "life hack".
It's just evil.
And to the people saying "just make the game longer"
you are the exact reason companies like Ubisoft get away with pumping out empty, soulless over 100 hour games designed only to waste your time.
LOYAL Studio ditched Unity's Mecanim and built their own animation system, Honami, already running in their FPS game Daisen. 🎮
It's open source: https://t.co/TmT8EQ43BZ
#unity3d#gamedev
🥏 #Unity3d Summer Sale! 🏐
From retro postfx to fur🐺, #AmplifyShaderEditor has got your back!
See them in action: https://t.co/BZ5toplkcB
ASE 50% OFF: https://t.co/U69TDPXLJc
Check out this tree shader by Sqrek, going through the seasons by changing leaf colors and growth directly in the material. 🍂
See more: https://t.co/JuJHh9Iq3V
#unity3d#realtimevfx#gamedev
Unity MCP Bridge now also build with UI Toolkit (WIP!)
Is Unity becoming less of a game engine 😅, and more of a real-time interface?.
Not just Shader Graph. Not just VFX Graph.
Now😅 we can also drive Unity UI Toolkit through MCP and generate:
- Mobile app UI / VR
- Interactive game menus
- Editor-mode UI previews
- Worldspace UI for VR
- UXML hierarchy
- USS styling
- AI Generated icons/textures
- C# button logic
- UI Builder visual build-up
#Unity3D #MCP #UIToolkit #AI #VR #XR #GameDev #SpatialComputing #madewithunity
Motion blur in movies and games should be computed in the frame of the (expected) viewer's gaze, not the camera frame. Typically, when the viewer's gaze is expected to follow an object (here, a ball).
Check in this #shadertoy (click to switch): https://t.co/sPbMHihwHr
✨🇨🇳A Chinese self-media blogger made a wooden stabilizer by hand, mounted a smartphone on it, and demonstrated its stabilization effect. That's so cool!
More "counting things in Unity" troubles. Looking at a project, it spends *tons* of time on decal projector rendering in HDRP. Must be a lot of decal projectors then! -- But no, there are only 142 of them. So it's time to tell the story about "dark gameobjects".