Issue #114 — Lessons Learned
This article was originally published on GameDevDigest.com
Hope you enjoy a wide range of lessons learned from developers over the years.
Just one more turn — Game Development tips and tricks from the creator of Civilization, Sid Meier. — In Sid Meier’s Memoir, Sid shares funny and interesting anecdotes that make it a real pleasure to read. There are also a lot of Game Development tips and lessons throughout the book. I’m gonna make sure you can get them all in this article. gamedeveloper.com
20 Things I’ve Learned in my 20 Years as a Software Engineer — My experiences over the last 20 years have shaped how I view software, and have led me to some beliefs which I’ve tried to whittle down to a manageable list that I hope you find valuable. simplethread.com
Unity Shader Graph Procedural Planet Water Tutorial — In this tutorial we will create a nice stylised procedural water shader that will be ideal to use together with the procedural planets shader created in the Unity Shader Graph Procedural Planet Tutorial. We will create this water shader using Unity’s easy to use node-based shader creation tool Shader Graph. timcoster.com
Custom Lighting in Shader Graph Part 2 — In this article, we’ll continue to improve the workflow of the previous article, in which we created a process for converting Shader Graphs to a custom lighting function. The last article ended with a manual workflow, so we’ll fully automate the process in this post. Along the way, we’ll learn about Asset Postprocessors, Reflection and Scriptable Singletons. Bronson Zgeb
Accelerate Success Series: Unity UI Makeover Follow Up Q&A — Andrea, Sebastian, and some members of the Accelerate Solutions games team are returning to answer the ten of the best-unanswered questions from the Accelerate Success: The Unity UI makeover webinar. Unity
How to optimize game performance with Camera usage: Part 2 — Welcome back to Part 2 of: How to optimize your game performance with Camera usage. Unity
Unity Draw Call Batching: The Ultimate Guide  — Draw calls are never a problem. That is, until you add one more element and suddenly your render thread becomes your new bottleneck. Can you guess why keeping Unity draw calls at bay is today more relevant than ever? The Gamedev Guru
How To Use 2D Sprites With a Particle Emitter — Unity — This article teaches you how to use Sprites or other custom 2D images with the particle emitter in Unity. stuartspixelgames.com
Differences between Hashtable vs Dictonary vs ConcurrentDictionary vs ImmutableDictionary — .NET has 4 built-in dictionary/map types [and] there’s no guidance on when to use what, mostly individual documentation on each implementation. hanselman.com
Everything That Every .NET Developer Needs To Know About Disposable Types — Properly Disposing Objects — In this article, you will learn about .NET Developer Needs to Know About Disposable Types. c-sharpcorner.com
How streamers pick games: the SplatterCat interview — A recent newsletter dealt with a ‘high Y1 multiplier’ Steam game that had done well in part because a couple of videos from the notable ‘variety’ YouTuber SplatterCat newsletter.gamediscover.co
Developers explain why 4 is the magic multiplayer number — Why don’t developers simply add more players? If some games can do it, why not all of them? It’s a seemingly simple question with surprisingly complex answers. Luckily, the developers behind some some very big multiplayer titles were able to share their thoughts. polygon.com
How To Create Water Effects in Unity — Water Bending Tutorial — Water Attack VFX in Unity Engine. Tutorial was made using Shader Graph and C# scripts. It covers 3 water effects, Water Ball, Water Bend, and Water Tube. A Bit Of Game Dev
Unity AI | How to use DrawDebugTools to visualize NavmeshAgent path — In this unity3d tutorial you will learn how to visualize NavmeshAgent path in the unity AI navigation system using Draw Debug Tools, in the scene view , game view, and the build. GAMEDEVWORKS (Mourad Bakhali)
Unity Mega Bundle — Fill Your Toolbox — Up to 95% Off Tools!
Powerful tools make users more productive, saving valuable time and effort, so it’s not a surprise that the tool category is one of the most popular categories on the Unity Asset Store. From October 13 through October 31, users can save up to 95% off three curated Mega Bundle sets of must-have tools.
$45 Bundle — save up to 95% This bundle contains everything from the $25 and $35 bundles, plus Dungeon Architect, Space Graphics Toolkit, Digger PRO, MudBun: Volumetric VFX and Modeling, Mesh Slicer, DinoFracture — A Dynamic Fracture Library, Motion Matching for Unity, Asset Hunter PRO, Performance Tools, SALSA LipSync Suite, and Realistic Eye Movements. Unity Affiliate
SuperPosition — NonDestructive Object Editing — Save unlimited states of your game objects in a easy nondestructive workflow! From the highly acclaimed developer of Task Atlas, Editor Portals and Perfect F comes another amazing Editor tool! Launch Discount! Get 50% off right now! Get Perfect F, Editor Portals For $5, or even Task Atlas for only $12.50 after purchasing SuperPosition. ShrinkRay Entertainment Affiliate
IsoMesh — IsoMesh is a group of related tools for Unity for converting meshes into signed distance field data, raymarching signed distance fields, and extracting signed distance field data back to meshes via surface nets or dual contouring. All the work is parallelized on the GPU using compute shaders. EmmetOT Open Source
RiptideNetworking — C# Networking Library — RUDP (Reliable UDP) networking solution built in C#, primarily intended for use in multiplayer games. Features an unreliable channel (regular UDP) as well as a reliable channel (UDP with loss detection). Works in Unity & console apps alike. tom-weiland Open Source
The Lightbringer — The Lightbringer is a poetic adventure/puzzle platformer with light combat elements, set in a beautiful world claimed by a vile corruption. Guided by your sister’s spirit, you must prevail where she could not. Cleanse the corruption, become The Lightbringer. Rock Square Thunder
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