Unity Rendering Principle (1) Rendering Pipeline - From Point on Model to Point on Screen
General description
This article roughly summarizes how some 3D space coordinate data is transformed into pixels of different colors on the screen through the rendering pipeline. When reading, you need to pay attention to the difference between data elements, slice elements, and pixels.
The following figure is an overall flow chart, and the specific details can be seen later.
Unity Performance optimization summary
I have been developing Unity for a while, and I have also learned a few tricks of memory and Performance optimization. Although it is not a system, in order to prevent forgetting, it is also a simple summary.
Operating System Study Notes (4) Save Paging Management Method
After several mornings of fighting, I finally introduced the sentence of paging memory management to read it clearly, and quickly summarized it.
In fact, there are many knowledge points of memory management, such as why memory management, paging, segmentation, fast table, etc. The reason why paging management summary is singled out is because it is the foundation and the most difficult for me to understand.
《Design pattern Zen》 reading notes (1)
Recently, I found that I need to read some content about Design pattern, so I found the book “Zen of Design pattern” on the Internet, and summarized it while reading
This time, I first summarize the views of UML diagrams and the Single Responsibility Principle.
Introduction to DHCP Protocol Workflow
Recently read an article introducing the DHCP protocol workflow, here is a brief summary.
Unity Addressable Preload Scheme
A previous article on Unity Addressable introduced its concept and usage. It can be used to split Unity’s resources, place some resources remotely, and load them when needed.
However, if the remote resource is relatively large, we may need to preload it, as well as check and update the resource when the game starts.
This blog briefly records how to check and update resources.
Unity Character Dress Up Implementation
Recently, I have developed a certain interest in the way and principle of Unity’s dressing, so I went to the Internet to search for some docs and realized a simple version of the dressing system. Here is a brief summary.
Unity Addressable Plugin
AA, full name Addressable, addressable resources, you can split a complete game resources, to achieve the purpose of reducing the installation package and memory usage.
Unity doc reading notes (2) Asset Workflow
An asset is any item that you use in your Unity project to create a game or app. An asset can represent visual or audio elements in the project, such as 3D models, textures, sprites, sound effects, or music. Assets can also represent more abstract items, such as gradual changes in colors, animated masks, or arbitrary text or digital data. Assets may come from files created outside of Unity, such as 3D models, audio files, or images. You can also create some types of assets in the Unity editor, such as ProBuilder Mesh, Animator Controller, Audio Mixer, or Render texture