This document has a more accessible location, here:
http://nickporcino.com/posts/last_mile_interchange.html
I'll maintain a copy here too, this is a nice place to support discussion.
using Unity.Entities; | |
using Unity.Mathematics; | |
using UnityEngine; | |
using Unity.Transforms2D; | |
namespace TwoStickPureExample | |
{ | |
public class PlayerMoveSystem : ComponentSystem | |
{ | |
public struct Data |
Lets pretend we have a 1d function f defined on x in [0,1] that we don't quite know, but we have a feeling for the general shape. | |
For x<0.5 it is often small, below 0.1. For x>0.5 it is higher, often close to 1.0. | |
Now we can break f into two functions on A=[0,0.5] and B=[0.5,1] and integrate them one at the time. | |
The sum of the two will be the integral of the entire range. | |
How many samples should we take for each of those two? | |
A key observation here is that if we get the integral on A 5% wrong that will be way worse than if we get the integral on B 5% wrong. Why? This is due to the fact that the integral over A will be much smaller than the integral over B, so it will contribute less to the full integral. If we place more samples in A or B we must compensate since they will have a different N-factor that we | |
divide with when we do the averaging. |
This document has a more accessible location, here:
http://nickporcino.com/posts/last_mile_interchange.html
I'll maintain a copy here too, this is a nice place to support discussion.
An example of parallel evaluation in Maya 2018+
Scenes
Usage
Files prefixed scene*
generate nodes suitable for parallelism, profile*
contain ways to measure performance. Each snippet of code is meant to be copy/pasted into the Script Editor and run.
// Custom PBR Sub Shader | |
using System; | |
using System.Collections.Generic; | |
using System.IO; | |
using System.Linq; | |
using UnityEditor.Graphing; | |
using UnityEditor.ShaderGraph; | |
namespace UnityEditor.Experimental.Rendering.LightweightPipeline |
I wanted to give a little bit of a discussion on all my thinking about why UI's are a tricky to get right in Rust. I want to try and differentiate this discussion because there are a number of decent UI frameworks that have been bound to Rust. This is great! I do not want to discourage any of their work, they are wonderful members of our community.
What this is about is how it would be possible to write a good UI framework
[package] | |
name = "amethyst" | |
version = "0.6.0" | |
authors = ["Eyal Kalderon <[email protected]>"] | |
description = "Data-oriented game engine written in Rust" | |
exclude = ["examples/*", "book/*"] | |
keywords = ["game", "engine", "sdk", "amethyst"] | |
categories = ["game-engines"] | |
documentation = "https://www.amethyst.rs/doc/master/doc/amethyst" |
Let's look at an example of how to launch a Kubernetes cluster from scratch on DigitalOcean, including kubeadm, an Nginx Ingress controller, and Letsencrypt certificates.
We'll be creating a four-node cluster (k8s-master, k8s-000...k8s-002), load balancer, and ssl certificates.
{ | |
"dependencies": { | |
"com.unity.render-pipelines.core": "file:/users/felipe/Development/Graphics/com.unity.render-pipelines.core", | |
"com.unity.shadergraph": "file:/users/felipe/Development/Graphics/com.unity.shadergraph", | |
"com.unity.render-pipelines.universal": "file:/users/felipe/Development/Graphics/com.unity.render-pipelines.universal", | |
} | |
} |
// When creating shaders for Universal Render Pipeline you can you the ShaderGraph which is super AWESOME! | |
// However, if you want to author shaders in shading language you can use this teamplate as a base. | |
// Please note, this shader does not necessarily match perfomance of the built-in URP Lit shader. | |
// This shader works with URP 7.1.x and above | |
Shader "Universal Render Pipeline/Custom/Physically Based Example" | |
{ | |
Properties | |
{ | |
// Specular vs Metallic workflow | |
[HideInInspector] _WorkflowMode("WorkflowMode", Float) = 1.0 |