Method | ItemsCount | Mean | Error | StdDev | Min | Max | Rank |
---|---|---|---|---|---|---|---|
Elided | 10 | 12.09 ns | 0.043 ns | 0.034 ns | 12.050 ns | 12.14 ns | 2 |
Naive | 10 | 10.04 ns | 0.089 ns | 0.079 ns | 9.936 ns | 10.20 ns | 1 |
Elided | 100 | 92.30 ns | 0.786 ns | 0.735 ns | 90.977 ns | 93.58 ns | 3 |
Naive | 100 | 153.22 ns | 1.041 ns | 0.923 ns | 152.210 ns | 155.50 ns | 4 |
Elided | 1000 | 808.97 ns | 8.076 ns | 7.555 ns | 797.855 ns | 823.80 ns | 5 |
Naive | 1000 | 1,550.42 ns | 4.637 ns | 4.110 ns | 1,545.038 ns | 1,559.88 ns | 6 |
Elided | 100000 | 169,402.00 ns | 834.769 ns | 740.001 ns | 168,302.930 ns | 170,912.40 ns | 7 |
Naive | 100000 | 497,252.59 |
namespace YOUR_NAMESPACE | |
{ | |
using System; | |
using UnityEngine; | |
public static class SeparatingAxisTheorem | |
{ | |
static Plane[] _cameraPlanesTemp = new Plane[6]; | |
// Example usage: | |
float dist = MathF.Abs( target - current ); | |
current = Lerp( target, current, MoveToZeroEased( dist, deltaTime ) / dist ); | |
/// <summary> | |
/// Moves <paramref name="distance"/> towards zero, the further away it is the larger the displacement. | |
/// Framerate independent. | |
/// </summary> | |
/// <param name="distance">The value you want to move towards zero</param> | |
/// <param name="timeDelta">The time between last and current call, multiply it to go faster</param> |
- WPF is windows only
- It's a pain to maintain;
- The logic behind it is not very flexible, loads of encapsulation and abstractions away from the raw types, tons of spaghetti logic.
- Plugins are pretty much impossible to implement
- The UI and system around scene management does not expect changes outside of editor-specific paths, see point #1.
- I.E.: if a plugin were to change any value in a scene, that change would not be reflected in the editor or in the saved scene.
#ifndef InputControlPointCount | |
# define InputControlPointCount 3 | |
#endif | |
#ifndef OutputControlPointCount | |
# define OutputControlPointCount 3 | |
#endif | |
shader TessCustom : ShaderBase, TransformationBase, MaterialDomainStream, Camera, Transformation, NormalBase | |
{ |
namespace Project.Effects | |
{ | |
using Stride.Rendering; | |
using Stride.Rendering.Materials; | |
using Stride.Rendering.Materials.ComputeColors; | |
using System.ComponentModel; | |
using Stride.Core; | |
using Stride.Core.Annotations; | |
using Stride.Core.Mathematics; | |
using Stride.Graphics; |
public class YourGameDefinition : Stride.Engine.Game | |
{ | |
protected override void BeginRun() | |
{ | |
base.BeginRun(); | |
foreach( var feature in SceneSystem.GraphicsCompositor.RenderFeatures ) | |
{ | |
if( feature is MeshRenderFeature meshRf ) | |
{ | |
meshRf.ComputeFallbackEffect += FallbackForAsyncCompilation; |
namespace Project | |
{ | |
using System; | |
using System.Collections.Generic; | |
using System.ComponentModel; | |
using System.IO; | |
using Stride.Core; | |
using Stride.Core.Annotations; | |
using Stride.Core.Mathematics; | |
using Stride.Core.Yaml; |
Multiple file formats embeds their alpha in the standard, non-premultiplied, format leading to ugly edges around transparent areas when the engine interprets those as premultiplied. There's a couple of reasons to use premultiplied alpha, you can google about this subject if you want to read if/why you should do so.
PSD outputs standard alpha out of the box, to have decent premultiplied results with that format you'll have to create an explicit alpha channel and use it as a global mask for the whole picture, if you have multiple layers with different alphas it becomes really tedious to manage that channel for every changes that you make.
TIFF on the other hand outputs premultiplied alpha and, for photoshop, converting PSDs to TIFF is mostly non-destructive as the format itself can be lossless and embeds all of the photoshop layers, groups, masks and such in the file.
Stride's texture transparency block has an Alpha property which describes how the alpha is interpreted and compressed when stored in GPU