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2 years ago

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Alexis

Here's an excellent series that matches what I was trying to explain in my previous comments: https://dev.epicgames.com/community/learning/courses/EGR/an-in-depth-look-at-real-time-rendering

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Alexis

TL;DR; I guess what I'am trying to say is that I don't need to know about every single component available in Unity, or how to code an RPG inventory. What I want is to have the minimum equipment to go out in the [game dev] world and fly with my own wings. And it would also be useful if my mom told me to beware the big bad wolf (eg. performance pitfalls).

0    2 years ago    Reply

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Alexis

It's great to see this project moving forward. πŸ˜€

I think a lot of developers would be interested in more in-depth and exhaustive learning resources for Unity.

There are already a plethora of tutorials on all things game-logic related, and on the individual components of Unity (TextMeshPro, NavMesh, Animations, Physics, etc.). There are also lots of tutorials for achieving popular effects (fire, dissolve, stencil cut away, water, etc.), and more generalist videos related to how game engines are made, how to write shader code.

While I am extremely grateful for having all this amazing material available, it still leaves me feeling like I have a bunch of separate puzzle pieces that I need to put back together. Not in the sense that I want someone to hold my hand all throughout my learning adventure, but in the sense that it doesn't really give me the big picture, or the ability to start making sense of things on my own without direction. It's like if someone taught you how to use the C++ operators for managing memory, but you had no idea how it works behind the scene.

I also haven't found much in the way of performance, lighting, or things that only veterans game developers would know about. It's hard to give a concise feedback on what's informative for a beginner Game Dev, because I'm still wrapping my head around the mass of information I need to absorb, and maybe more importantly because I don't know what I do not know (and need to know).

For example, here are a few insights that I found extremely useful (some are from you Ty), and some things I'd like to learn about but for which I haven't found great material:

  • "Large, opaque, individual objects that have a few objects ( say under 500) tend to work better not instanced indirect. Alpha tested and transparent objects have more overhead as well, different passes etcetc." [...],
  • On terrain, details, mesh, prefab performance (https://discord.com/channels/562304069239177250/825043763138265119/930464115737133176),
  • On NR, TVE, Unity's GPUI (https://discord.com/channels/562304069239177250/863048574219452416/931885928794955786),
  • Most articles from Jason Booth on his medium blog,
  • I'd like to know about the main building blocks of each SRP, their significance, how they interact together, etc.
  • I'd like to know about the best practices professional like you guys are following when working a project.

I hope that's helpful and not too confusing. Feel free to contact me on Discord or by email if you need a guinea pig or more examples.

Cheers!
Alexis

1    2 years ago    Reply

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Ty Xanders

@Zesix#3942

Would be great if you posted your process [art design] in a blog post of some kind

0    2 years ago    Reply

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Ty Xanders

@Alexis Incogito#8606

I've been having a hard time finding consistent sources of information that go beyond a superficial look at Unity

That's [learn] something I'd be interested in if the quality of information is on par with your contributions on this Discord [to Ty]

0    2 years ago    Reply

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