Video Game Optimization

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Author :
Publisher : Course Technology
ISBN 13 : 9781598634358
Total Pages : 334 pages
Book Rating : 4.6/5 (343 download)

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Book Synopsis Video Game Optimization by : Ben Garney

Download or read book Video Game Optimization written by Ben Garney and published by Course Technology. This book was released on 2010-03-01 with total page 334 pages. Available in PDF, EPUB and Kindle. Book excerpt: This book covers the theory and practice of optimization, providing a foundation of techniques and knowledge that apply to a wide variety of hardware and software. It uses small focused performance tests to give practical numbers for common optimization scenarios.--[book cover]

Unity Game Optimization

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Author :
Publisher : Packt Publishing Ltd
ISBN 13 : 1838552294
Total Pages : 393 pages
Book Rating : 4.8/5 (385 download)

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Book Synopsis Unity Game Optimization by : Dr. Davide Aversa

Download or read book Unity Game Optimization written by Dr. Davide Aversa and published by Packt Publishing Ltd. This book was released on 2019-11-29 with total page 393 pages. Available in PDF, EPUB and Kindle. Book excerpt: Get up to speed with a series of performance-enhancing coding techniques and methods that will help you improve the performance of your Unity applications Key FeaturesOptimize graphically intensive games using the latest features of Unity such as Entity Component System (ECS) and the Burst compilerExplore techniques for solving performance issues with your VR projectsLearn best practices for project organization to save time through an improved workflowBook Description Unity engine comes with a great set of features to help you build high-performance games. This Unity book is your guide to optimizing various aspects of your game development, from game characters and scripts, right through to animations. You’ll explore techniques for writing better game scripts and learn how to optimize a game using Unity technologies such as ECS and the Burst compiler. The book will also help you manage third-party tooling used with the Unity ecosystem. You’ll also focus on the problems in the performance of large games and virtual reality (VR) projects in Unity, gaining insights into detecting performance issues and performing root cause analysis. As you progress, you’ll discover best practices for your Unity C# script code and get to grips with usage patterns. Later, you’ll be able to optimize audio resources and texture files, along with effectively storing and using resource files. You’ll then delve into the Rendering Pipeline and learn how to identify performance problems in the pipeline. In addition to this, you’ll learn how to optimize the memory and processing unit of Unity. Finally, you’ll cover tips and tricks used by Unity professionals to improve the project workflow. By the end of this book, you’ll have developed the skills you need to build interactive games using Unity and its components. What you will learnApply the Unity Profiler to find bottlenecks in your app, and discover how to resolve themDiscover performance problems that are critical for VR projects and learn how to tackle themEnhance shaders in an accessible way, optimizing them with subtle yet effective performance tweaksUse the physics engine to keep scenes as dynamic as possibleOrganize, filter, and compress art assets to maximize performance while maintaining high qualityUse the Mono framework and C# to implement low-level enhancements that maximize memory usage and prevent garbage collectionWho this book is for The book is intended for intermediate Unity game developers who wants to maximize the performance of their game. The book assumes familiarity with C# programming.

Unity 5 Game Optimization

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Author :
Publisher : Packt Publishing Ltd
ISBN 13 : 1785888455
Total Pages : 296 pages
Book Rating : 4.7/5 (858 download)

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Book Synopsis Unity 5 Game Optimization by : Chris Dickinson

Download or read book Unity 5 Game Optimization written by Chris Dickinson and published by Packt Publishing Ltd. This book was released on 2015-11-06 with total page 296 pages. Available in PDF, EPUB and Kindle. Book excerpt: Master performance optimization for Unity3D applications with tips and techniques that cover every aspect of the Unity3D Engine About This Book Optimize CPU cycles, memory usage, and GPU throughput for any Unity3D application Master optimization techniques across all Unity Engine features including Scripting, Asset Management, Physics, Graphics Features, and Shaders A practical guide to exploring Unity Engine's many performance-enhancing methods Who This Book Is For This book is intended for intermediate and advanced Unity developers who have experience with most of Unity's feature-set, and who want to maximize the performance of their game. Familiarity with the C# language will be needed. What You Will Learn Use the Unity Profiler to find bottlenecks anywhere in our application, and discover how to resolve them Implement best-practices for C# scripting to avoid common pitfalls Develop a solid understanding of the rendering pipeline, and maximize its performance through reducing draw calls and avoiding fill rate bottlenecks Enhance shaders in a way that is accessible to most developers, optimizing them through subtle yet effective performance tweaks Keep our scenes as dynamic as possible by making the most of the Physics engine Organize, filter, and compress our art assets to maximize performance while maintaining high quality Pull back the veil on the Mono Framework and the C# Language to implement low-level enhancements that maximize memory usage and avoid garbage collection Get to know the best practices for project organization to save time through an improved workflow In Detail Competition within the gaming industry has become significantly fiercer in recent years with the adoption of game development frameworks such as Unity3D. Through its massive feature-set and ease-of-use, Unity helps put some of the best processing and rendering technology in the hands of hobbyists and professionals alike. This has led to an enormous explosion of talent, which has made it critical to ensure our games stand out from the crowd through a high level of quality. A good user experience is essential to create a solid product that our users will enjoy for many years to come. Nothing turns gamers away from a game faster than a poor user-experience. Input latency, slow rendering, broken physics, stutters, freezes, and crashes are among a gamer's worst nightmares and it's up to us as game developers to ensure this never happens. High performance does not need to be limited to games with the biggest teams and budgets. Initially, you will explore the major features of the Unity3D Engine from top to bottom, investigating a multitude of ways we can improve application performance starting with the detection and analysis of bottlenecks. You'll then gain an understanding of possible solutions and how to implement them. You will then learn everything you need to know about where performance bottlenecks can be found, why they happen, and how to work around them. This book gathers a massive wealth of knowledge together in one place, saving many hours of research and can be used as a quick reference to solve specific issues that arise during product development. Style and approach This book is organized based on the major features of Unity engine and should be treated as a reference guide. It is written as a series of investigations into both common and unusual performance pitfalls, each including a study on why the bottleneck is causing us problems, and a list of enhancements or features that can be used to work around them. Differences in effectiveness, behaviors, or feature-sets between Unity 4.x and Unity 5.x will be highlighted.

Optimizing Play

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Author :
Publisher : MIT Press
ISBN 13 : 0262378329
Total Pages : 201 pages
Book Rating : 4.2/5 (623 download)

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Book Synopsis Optimizing Play by : Christopher A. Paul

Download or read book Optimizing Play written by Christopher A. Paul and published by MIT Press. This book was released on 2024-05-14 with total page 201 pages. Available in PDF, EPUB and Kindle. Book excerpt: An unexpected take on how games work, what the stakes are for them, and how game designers can avoid the traps of optimization. The process of optimization in games seems like a good thing—who wouldn’t want to find the most efficient way to play and win? As Christopher Paul argues in Optimizing Play, however, optimization can sometimes risk a tragedy of the commons, where actions that are good for individuals jeopardize the overall state of the game for everyone else. As he explains, players inadvertently limit play as they theorycraft, seeking optimal choices. The process of developing a meta, or the most effective tactic available, structures decision making, causing play to stagnate. A “stale” meta then creates a perception that a game is solved and may lead players to turn away from the game. Drawing on insights from game studies, rhetoric, the history of science, ecology, and game theory literature, Paul explores the problem of optimization in a range of video games, including Overwatch, FIFA/EA Sports FC, NBA 2K, Clash Royale, World of Warcraft, and League of Legends. He also pulls extensively from data analytics in sports, where the problem has progressed further and is even more intractable than it is in video games, given the money sports teams invest to find an edge. Finally, Paul offers concrete and specific suggestions for how games can be developed to avoid the trap set by optimization run amok.

LQ Dynamic Optimization and Differential Games

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Author :
Publisher : John Wiley & Sons
ISBN 13 : 9780470015247
Total Pages : 514 pages
Book Rating : 4.0/5 (152 download)

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Book Synopsis LQ Dynamic Optimization and Differential Games by : Jacob Engwerda

Download or read book LQ Dynamic Optimization and Differential Games written by Jacob Engwerda and published by John Wiley & Sons. This book was released on 2005-06-17 with total page 514 pages. Available in PDF, EPUB and Kindle. Book excerpt: Game theory is the theory of social situations, and the majority of research into the topic focuses on how groups of people interact by developing formulas and algorithms to identify optimal strategies and to predict the outcome of interactions. Only fifty years old, it has already revolutionized economics and finance, and is spreading rapidly to a wide variety of fields. LQ Dynamic Optimization and Differential Games is an assessment of the state of the art in its field and the first modern book on linear-quadratic game theory, one of the most commonly used tools for modelling and analysing strategic decision making problems in economics and management. Linear quadratic dynamic models have a long tradition in economics, operations research and control engineering; and the author begins by describing the one-decision maker LQ dynamic optimization problem before introducing LQ differential games. Covers cooperative and non-cooperative scenarios, and treats the standard information structures (open-loop and feedback). Includes real-life economic examples to illustrate theoretical concepts and results. Presents problem formulations and sound mathematical problem analysis. Includes exercises and solutions, enabling use for self-study or as a course text. Supported by a website featuring solutions to exercises, further examples and computer code for numerical examples. LQ Dynamic Optimization and Differential Games offers a comprehensive introduction to the theory and practice of this extensively used class of economic models, and will appeal to applied mathematicians and econometricians as well as researchers and senior undergraduate/graduate students in economics, mathematics, engineering and management science.

Real-Time Rendering

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Author :
Publisher : CRC Press
ISBN 13 : 1315362007
Total Pages : 1046 pages
Book Rating : 4.3/5 (153 download)

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Book Synopsis Real-Time Rendering by : Tomas Akenine-Möller

Download or read book Real-Time Rendering written by Tomas Akenine-Möller and published by CRC Press. This book was released on 2019-01-18 with total page 1046 pages. Available in PDF, EPUB and Kindle. Book excerpt: Thoroughly revised, this third edition focuses on modern techniques used to generate synthetic three-dimensional images in a fraction of a second. With the advent of programmable shaders, a wide variety of new algorithms have arisen and evolved over the past few years. This edition discusses current, practical rendering methods used in games and other applications. It also presents a solid theoretical framework and relevant mathematics for the field of interactive computer graphics, all in an approachable style. The authors have made the figures used in the book available for download for fair use.:Download Figures. Reviews Rendering has been a required reference for professional graphics practitioners for nearly a decade. This latest edition is as relevant as ever, covering topics from essential mathematical foundations to advanced techniques used by today’s cutting edge games. -- Gabe Newell, President, Valve, May 2008 Rendering ... has been completely revised and revamped for its updated third edition, which focuses on modern techniques used to generate three-dimensional images in a fraction of the time old processes took. From practical rendering for games to math and details for better interactive applications, it's not to be missed. -- The Bookwatch, November 2008 You'll get brilliantly lucid explanations of concepts like vertex morphing and variance shadow mapping—as well as a new respect for the incredible craftsmanship that goes into today's PC games. -- Logan Decker, PC Gamer Magazine , February 2009

Unity 2017 Game Optimization

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Author :
Publisher : Packt Publishing Ltd
ISBN 13 : 1788472977
Total Pages : 367 pages
Book Rating : 4.7/5 (884 download)

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Book Synopsis Unity 2017 Game Optimization by : Chris Dickinson

Download or read book Unity 2017 Game Optimization written by Chris Dickinson and published by Packt Publishing Ltd. This book was released on 2017-11-22 with total page 367 pages. Available in PDF, EPUB and Kindle. Book excerpt: Master a series of performance-enhancing coding techniques and methods that help them improve the performance of their Unity3D applications About This Book Discover features and techniques to optimize Unity Engine's CPU cycles, memory usage, and the GPU throughput of any application Explore multiple techniques to solve performance issues with your VR projects Learn the best practices for project organization to save time through an improved workflow Who This Book Is For This book is intended for intermediate and advanced Unity developers who have experience with most of Unity's feature-set, and who want to maximize the performance of their game. Familiarity with the C# language will be needed. What You Will Learn Use the Unity Profiler to find bottlenecks anywhere in your application, and discover how to resolve them Implement best practices for C# scripting to avoid common pitfalls Develop a solid understanding of the rendering pipeline, and maximize its performance by reducing draw calls and avoiding fill rate bottlenecks Enhance shaders in a way that is accessible to most developers, optimizing them through subtle yet effective performance tweaks Keep your scenes as dynamic as possible by making the most of the Physics engine Organize, filter, and compress your art assets to maximize performance while maintaining high quality Discover different kinds of performance problems that are critical for VR projects and how to tackle them Use the Mono Framework and C# to implement low-level enhancements that maximize memory usage and avoid garbage collection Get to know the best practices for project organization to save time through an improved workflow In Detail Unity is an awesome game development engine. Through its massive feature-set and ease-of-use, Unity helps put some of the best processing and rendering technology in the hands of hobbyists and professionals alike. This book shows you how to make your games fly with the recent version of Unity 2017, and demonstrates that high performance does not need to be limited to games with the biggest teams and budgets. Since nothing turns gamers away from a game faster than a poor user-experience, the book starts by explaining how to use the Unity Profiler to detect problems. You will learn how to use stopwatches, timers and logging methods to diagnose the problem. You will then explore techniques to improve performance through better programming practices. Moving on, you will then learn about Unity's built-in batching processes; when they can be used to improve performance, and their limitations. Next, you will import your art assets using minimal space, CPU and memory at runtime, and discover some underused features and approaches for managing asset data. You will also improve graphics, particle system and shader performance with a series of tips and tricks to make the most of GPU parallel processing. You will then delve into the fundamental layers of the Unity3D engine to discuss some issues that may be difficult to understand without a strong knowledge of its inner-workings. The book also introduces you to the critical performance problems for VR projects and how to tackle them. By the end of the book, you will have learned to improve the development workflow by properly organizing assets and ways to instantiate assets as quickly and waste-free as possible via object pooling. Style and approach This practical book will help readers understand the essentials of the Unity3D engine and how to build games while improving the performance of their applications.

General Video Game Artificial Intelligence

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Author :
Publisher : Springer Nature
ISBN 13 : 3031021223
Total Pages : 177 pages
Book Rating : 4.0/5 (31 download)

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Book Synopsis General Video Game Artificial Intelligence by : Diego Pérez Liébana

Download or read book General Video Game Artificial Intelligence written by Diego Pérez Liébana and published by Springer Nature. This book was released on 2022-05-31 with total page 177 pages. Available in PDF, EPUB and Kindle. Book excerpt: Research on general video game playing aims at designing agents or content generators that can perform well in multiple video games, possibly without knowing the game in advance and with little to no specific domain knowledge. The general video game AI framework and competition propose a challenge in which researchers can test their favorite AI methods with a potentially infinite number of games created using the Video Game Description Language. The open-source framework has been used since 2014 for running a challenge. Competitors around the globe submit their best approaches that aim to generalize well across games. Additionally, the framework has been used in AI modules by many higher-education institutions as assignments, or as proposed projects for final year (undergraduate and Master's) students and Ph.D. candidates. The present book, written by the developers and organizers of the framework, presents the most interesting highlights of the research performed by the authors during these years in this domain. It showcases work on methods to play the games, generators of content, and video game optimization. It also outlines potential further work in an area that offers multiple research directions for the future.

Game Programming Patterns

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Author :
Publisher : Genever Benning
ISBN 13 : 0990582914
Total Pages : 354 pages
Book Rating : 4.9/5 (95 download)

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Book Synopsis Game Programming Patterns by : Robert Nystrom

Download or read book Game Programming Patterns written by Robert Nystrom and published by Genever Benning. This book was released on 2014-11-03 with total page 354 pages. Available in PDF, EPUB and Kindle. Book excerpt: The biggest challenge facing many game programmers is completing their game. Most game projects fizzle out, overwhelmed by the complexity of their own code. Game Programming Patterns tackles that exact problem. Based on years of experience in shipped AAA titles, this book collects proven patterns to untangle and optimize your game, organized as independent recipes so you can pick just the patterns you need. You will learn how to write a robust game loop, how to organize your entities using components, and take advantage of the CPUs cache to improve your performance. You'll dive deep into how scripting engines encode behavior, how quadtrees and other spatial partitions optimize your engine, and how other classic design patterns can be used in games.

Gamedev

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Author :
Publisher :
ISBN 13 : 9781735232508
Total Pages : 270 pages
Book Rating : 4.2/5 (325 download)

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Book Synopsis Gamedev by : Wlad Marhulets

Download or read book Gamedev written by Wlad Marhulets and published by . This book was released on 2020-06-29 with total page 270 pages. Available in PDF, EPUB and Kindle. Book excerpt: If you know nothing about game development, you're basically me before I started working on my first game DARQ. This book assumes no knowledge of game development on the reader's part. As a first-time developer with no prior experience in coding, modeling, texturing, animation, game design, etc., I managed to launch DARQ to both commercial success and critical acclaim. With zero dollars spent on marketing, it was featured in major media outlets, such as IGN, Kotaku, PC Gamer, GameSpot, Forbes, and hundreds of others. Ultimately, DARQ became #42 Most Shared PC Video Game of 2019, according to Metacritic, with the average user rating of 9 out of 10. In my book, I'm sharing with you exactly how I did it. The book guides you through a step-by-step process of making a game: from downloading a game engine to releasing your first commercial title. The book features advice from 15 industry professionals, including Mark Kern (team lead of World of Warcraft), Quentin De Beukelaer (game designer of Assassin's Creed IV: Black Flag, Assassin's Creed Unity, Ghost Recon Breakpoint), Bjorn Jacobsen (sound designer of Cyberpunk 2077, Divinity: Fallen Heroes, Hitman), Austin Wintory (Grammy-nominated composer of Journey, ABZÛ, Assassin's Creed: Syndicate), and others. The foreword is written by my mentor John Corigliano, Oscar, Pulitzer Prize, and 5-time Grammy Award-winning composer.

Game Development with Blender

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Author :
Publisher : Course Technology
ISBN 13 : 9781435456624
Total Pages : 0 pages
Book Rating : 4.4/5 (566 download)

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Book Synopsis Game Development with Blender by : Dalai Felinto

Download or read book Game Development with Blender written by Dalai Felinto and published by Course Technology. This book was released on 2014 with total page 0 pages. Available in PDF, EPUB and Kindle. Book excerpt: "Game development with Blender shows students how to create video games using Blender, a free, open source 3d animation package. Focusing on the Blender Game Engine, the book provides coverage of all the game engine features and includes insights and tips taken from actual game creation experience so readers learn how and when to use each one. Featuring an easy-to-use layout, the Blender Game Engine allows even beginners to create simple 3d games that include animation, lighting, sound and more." -- Back cover.

The Simulation Hypothesis

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Author :
Publisher : Bayview Books, LLC
ISBN 13 :
Total Pages : 324 pages
Book Rating : 4./5 ( download)

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Book Synopsis The Simulation Hypothesis by : Rizwan Virk

Download or read book The Simulation Hypothesis written by Rizwan Virk and published by Bayview Books, LLC. This book was released on 2019-03-31 with total page 324 pages. Available in PDF, EPUB and Kindle. Book excerpt: The Simulation Hypothesis, by best-selling author, renowned MIT computer scientist and Silicon Valley video game designer Rizwan Virk, is the first serious book to explain one of the most daring and consequential theories of our time. Riz is the Executive Director of Play Labs @ MIT, a video game startup incubator at the MIT Game Lab. Drawing from research and concepts from computer science, artificial intelligence, video games, quantum physics, and referencing both speculative fiction and ancient eastern spiritual texts, Virk shows how all of these traditions come together to point to the idea that we may be inside a simulated reality like the Matrix. The Simulation Hypothesis is the idea that our physical reality, far from being a solid physical universe, is part of an increasingly sophisticated video game-like simulation, where we all have multiple lives, consisting of pixels with its own internal clock run by some giant Artificial Intelligence. Simulation theory explains some of the biggest mysteries of quantum and relativistic physics, such as quantum indeterminacy, parallel universes, and the integral nature of the speed of light. Recently, the idea that we may be living in a giant video game has received a lot of attention: “There’s a one in a billion chance we are not living in a simulation” -Elon Musk “I find it hard to argue we are not in a simulation.” -Neil deGrasse Tyson “We are living in computer generated reality.” -Philip K. Dick Video game technology has developed from basic arcade and text adventures to MMORPGs. Video game designer Riz Virk shows how these games may continue to evolve in the future, including virtual reality, augmented reality, Artificial Intelligence, and quantum computing. This book shows how this evolution could lead us to the point of being able to develop all encompassing virtual worlds like the Oasis in Ready Player One, or the simulated reality in the Matrix. While the idea sounds like science fiction, many scientists, engineers, and professors have given the Simulation Hypothesis serious consideration. Futurist Ray Kurzweil has popularized the idea of downloading our consciousness into a silicon based device, which would mean we are just digital information after all. Some, like Oxford lecturer Nick Bostrom, goes further and thinks we may in fact be artificially intelligent consciousness inside such a simulation already! But the Simulation Hypothesis is not just a modern idea. Philosophers like Plato have been telling us that we live in a “cave” and can only see shadows of the real world. Mystics of all traditions have long contended that we are living in some kind of “illusion “and that there are other realities which we can access with our minds. While even Judeo-Christian traditions have this idea, Eastern traditions like Buddhism and Hinduism make this idea part of their core tradition — that we are inside a dream world (“Maya” or illusion, or Vishnu’s Dream), and we have “multiple lives” playing different characters when one dies, continuing to gain experience and “level up” after completing certain challenges. Sounds a lot like a video game! Whether you are a computer scientist, a fan of science fiction like the Matrix movies, a video game enthusiast, or a spiritual seeker, The Simulation Hypothesis touches on all these areas, and you will never look at the world the same way again!

Unity 2017 Game Optimization - Second Edition

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Author :
Publisher :
ISBN 13 : 9781788392365
Total Pages : 376 pages
Book Rating : 4.3/5 (923 download)

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Book Synopsis Unity 2017 Game Optimization - Second Edition by : Chris Dickinson

Download or read book Unity 2017 Game Optimization - Second Edition written by Chris Dickinson and published by . This book was released on 2017-11-22 with total page 376 pages. Available in PDF, EPUB and Kindle. Book excerpt: Master a series of performance-enhancing coding techniques and methods that help them improve the performance of their Unity3D applicationsAbout This Book* Discover features and techniques to optimize Unity Engine's CPU cycles, memory usage, and the GPU throughput of any application* Explore multiple techniques to solve performance issues with your VR projects* Learn the best practices for project organization to save time through an improved workflowWho This Book Is ForThis book is intended for intermediate and advanced Unity developers who have experience with most of Unity's feature-set, and who want to maximize the performance of their game. Familiarity with the C# language will be needed.What You Will Learn* Use the Unity Profiler to find bottlenecks anywhere in your application, and discover how to resolve them* Implement best practices for C# scripting to avoid common pitfalls* Develop a solid understanding of the rendering pipeline, and maximize its performance by reducing draw calls and avoiding fill rate bottlenecks* Enhance shaders in a way that is accessible to most developers, optimizing them through subtle yet effective performance tweaks* Keep your scenes as dynamic as possible by making the most of the Physics engine* Organize, filter, and compress your art assets to maximize performance while maintaining high quality* Discover different kinds of performance problems that are critical for VR projects and how to tackle them* Use the Mono Framework and C# to implement low-level enhancements that maximize memory usage and avoid garbage collection* Get to know the best practices for project organization to save time through an improved workflowIn DetailUnity is an awesome game development engine. Through its massive feature-set and ease-of-use, Unity helps put some of the best processing and rendering technology in the hands of hobbyists and professionals alike.This book shows you how to make your games fly with the recent version of Unity 2017, and demonstrates that high performance does not need to be limited to games with the biggest teams and budgets.Since nothing turns gamers away from a game faster than a poor user-experience, the book starts by explaining how to use the Unity Profiler to detect problems. You will learn how to use stopwatches, timers and logging methods to diagnose the problem. You will then explore techniques to improve performance through better programming practices.Moving on, you will then learn about Unity's built-in batching processes; when they can be used to improve performance, and their limitations. Next, you will import your art assets using minimal space, CPU and memory at runtime, and discover some underused features and approaches for managing asset data. You will also improve graphics, particle system and shader performance with a series of tips and tricks to make the most of GPU parallel processing.You will then delve into the fundamental layers of the Unity3D engine to discuss some issues that may be difficult to understand without a strong knowledge of its inner-workings. The book also introduces you to the critical performance problems for VR projects and how to tackle them.By the end of the book, you will have learned to improve the development workflow by properly organizing assets and ways to instantiate assets as quickly and waste-free as possible via object pooling.Style and approachThis practical book will help readers understand the essentials of the Unity3D engine and how to build games while improving the performance of their applications.

GPU Gems 2

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Author :
Publisher : Addison-Wesley Professional
ISBN 13 : 9780321335593
Total Pages : 814 pages
Book Rating : 4.3/5 (355 download)

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Book Synopsis GPU Gems 2 by : Matt Pharr

Download or read book GPU Gems 2 written by Matt Pharr and published by Addison-Wesley Professional. This book was released on 2005 with total page 814 pages. Available in PDF, EPUB and Kindle. Book excerpt: More useful techniques, tips, and tricks for harnessing the power of the new generation of powerful GPUs.

Optimizing Play

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Author :
Publisher : MIT Press
ISBN 13 : 0262547783
Total Pages : 201 pages
Book Rating : 4.2/5 (625 download)

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Book Synopsis Optimizing Play by : Christopher A. Paul

Download or read book Optimizing Play written by Christopher A. Paul and published by MIT Press. This book was released on 2024-05-14 with total page 201 pages. Available in PDF, EPUB and Kindle. Book excerpt: An unexpected take on how games work, what the stakes are for them, and how game designers can avoid the traps of optimization. The process of optimization in games seems like a good thing—who wouldn’t want to find the most efficient way to play and win? As Christopher Paul argues in Optimizing Play, however, optimization can sometimes risk a tragedy of the commons, where actions that are good for individuals jeopardize the overall state of the game for everyone else. As he explains, players inadvertently limit play as they theorycraft, seeking optimal choices. The process of developing a meta, or the most effective tactic available, structures decision making, causing play to stagnate. A “stale” meta then creates a perception that a game is solved and may lead players to turn away from the game. Drawing on insights from game studies, rhetoric, the history of science, ecology, and game theory literature, Paul explores the problem of optimization in a range of video games, including Overwatch, FIFA/EA Sports FC, NBA 2K, Clash Royale, World of Warcraft, and League of Legends. He also pulls extensively from data analytics in sports, where the problem has progressed further and is even more intractable than it is in video games, given the money sports teams invest to find an edge. Finally, Paul offers concrete and specific suggestions for how games can be developed to avoid the trap set by optimization run amok.

Evolutionary Multi-Criterion Optimization

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Author :
Publisher : Springer
ISBN 13 : 3319541579
Total Pages : 702 pages
Book Rating : 4.3/5 (195 download)

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Book Synopsis Evolutionary Multi-Criterion Optimization by : Heike Trautmann

Download or read book Evolutionary Multi-Criterion Optimization written by Heike Trautmann and published by Springer. This book was released on 2017-02-17 with total page 702 pages. Available in PDF, EPUB and Kindle. Book excerpt: This book constitutes the refereed proceedings of the 9th International Conference on Evolutionary Multi-Criterion Optimization, EMO 2017 held in Münster, Germany in March 2017. The 33 revised full papers presented together with 13 poster presentations were carefully reviewed and selected from 72 submissions. The EMO 2017 aims to discuss all aspects of EMO development and deployment, including theoretical foundations; constraint handling techniques; preference handling techniques; handling of continuous, combinatorial or mixed-integer problems; local search techniques; hybrid approaches; stopping criteria; parallel EMO models; performance evaluation; test functions and benchmark problems; algorithm selection approaches; many-objective optimization; large scale optimization; real-world applications; EMO algorithm implementations.

Convex Optimization for Signal Processing and Communications

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Author :
Publisher : CRC Press
ISBN 13 : 1315349809
Total Pages : 294 pages
Book Rating : 4.3/5 (153 download)

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Book Synopsis Convex Optimization for Signal Processing and Communications by : Chong-Yung Chi

Download or read book Convex Optimization for Signal Processing and Communications written by Chong-Yung Chi and published by CRC Press. This book was released on 2017-01-24 with total page 294 pages. Available in PDF, EPUB and Kindle. Book excerpt: Convex Optimization for Signal Processing and Communications: From Fundamentals to Applications provides fundamental background knowledge of convex optimization, while striking a balance between mathematical theory and applications in signal processing and communications. In addition to comprehensive proofs and perspective interpretations for core convex optimization theory, this book also provides many insightful figures, remarks, illustrative examples, and guided journeys from theory to cutting-edge research explorations, for efficient and in-depth learning, especially for engineering students and professionals. With the powerful convex optimization theory and tools, this book provides you with a new degree of freedom and the capability of solving challenging real-world scientific and engineering problems.