关于<Thinking in Unity3D> 笔者在研究和使用Unity3D的过程中,获得了一些Unity3D方面的信息,同时也感叹Unity3D设计之精妙.不得不说,笔者最近几年的引擎研发工作中,早已习惯性的从Unity3D中寻找解决方案. Unity3D虽比不上UE那么老练沉稳,气势磅礴.也比不上CE那样炫丽多姿,盛气凌人.但它的发展势如破竹,早已遍地生花!故而在此记录一些自己的心得体会,供大家参详交流.若有欠妥之处,还望各位及时指正. Thinking in Unity3D由一
本文摘自:http://blog.selfshadow.com/ Open Access SIGGRAPH 2016 Conference Content (for a limited time) Recordings Courses: Physically Based Shading in Theory and PracticeTalks: Brain & BrawnLive Streaming Sessions (free registration required) Courses A P
The Lab Renderer for Unity是Valve针对VR在Unity的体验渲染器,提高VR的渲染效率,更多的大家可以查相应资料,在这,说个The Lab Renderer for Unity现阶段的问题,可能是第一版,在地形并不能接受Valve渲染产生的阴影,对应地形上的树啥的也不能产生阴影,经过相应修改后,如下是改动后的效果图. 我们首先需要分析下Lab Renderer的基本渲染流程,主要代码在ValveCamera中,可以看到,渲染流程还是很简单的,相应的Lab Rende
House Building Time Limit: 2000/1000 MS (Java/Others) Memory Limit: 262144/262144 K (Java/Others)Total Submission(s): 145 Accepted Submission(s): 123 Problem Description Have you ever played the video game Minecraft? This game has been one of t
[Physicals] The physics simulation in Sprite Kit is performed by adding physics bodies to scenes. [Type of Physics Body] An SKPhysicsBody object defines the shape and simulation parameters for a physics body in the system. There are three kinds of ph