Any interest in seeing Graph<T> (adjacency list or adjacency matrix) implementations, or a K-D Tree implementation added?
Second question, implementations in C# or C++ with C# wrappers?
I put out the first version of my collections package for Unity today, currently includes:
BinaryHeap<T>
Min/Max heap variants
PriorityQueue<T> implementation
Something I cal a Map<K, T> and an IntMap<T> example
https://t.co/NaBLSXYP73
Just open sourced a #unity3d package for finding components from anywhere, including other threads, statics, and other difficult to reach places.
https://t.co/gKLvbWnGkN
@cosmosnautica Spend 10+ hours planning a massively overblown dungeon crawl that takes 6 sessions to actually play through, and only do 10 min. of adjustments between sessions.
@blankdave Convince yourself that if you take a walk, you will magically have the answers to your problems when you return. Hard to do, but ime basically correct.
So I just found out that using MaterialPropertyBlocks completely breaks SRP batching in HDRP! Good thing is there's potentially huge performance gains to be made here, but does anyone know of a workaround for setting shader/material properties per renderer? #gamedev#unity3d
Spirit World travel is not recommended for the faint of heart or weak of stomach.
The portal opens 11/13. Don't forget to pack. See you on the other side. -AR
https://t.co/j997Phhve5