https://meetemq.com/
's game. It allows to replace native tex. pointer of existing Texture2D/3D for custom streaming.
And forceRenderingOff may now be set from non-main thread w/o engine overhead
Not under NDA, nor owned. So DMs are open :)
's game. It allows to replace native tex. pointer of existing Texture2D/3D for custom streaming.
And forceRenderingOff may now be set from non-main thread w/o engine overhead
Not under NDA, nor owned. So DMs are open :)
Prepare your GPU Driven Pipelines :)
By default Unity doesn’t provide API for bindless, nor any way to implement it, yet it is possible. Crucial for faster raytracing / GPU Driven Pipeline.
Prepare your GPU Driven Pipelines :)
By default Unity doesn’t provide API for bindless, nor any way to implement it, yet it is possible. Crucial for faster raytracing / GPU Driven Pipeline.
https://meetemq.com/2023/09/27/managed-primitives-part-i/
https://meetemq.com/2023/09/27/managed-primitives-part-i/
https://meetemq.com/2023/09/10/nets-fields-and-their-offsets/
https://meetemq.com/2023/09/10/nets-fields-and-their-offsets/
It works cross-runtime, .NET, Unity, in IL2CPP and Mono, Burst, on ARMs and x86/x64 platform.
It’s also allowed to pass classobj to native land and vice-versa.
https://github.com/Meetem/ILCall
It works cross-runtime, .NET, Unity, in IL2CPP and Mono, Burst, on ARMs and x86/x64 platform.
It’s also allowed to pass classobj to native land and vice-versa.
https://github.com/Meetem/ILCall
I’m Alex, Software Engineer and Performance Engineer, with the skills in C#, C++, Unity, native plugins, video playback/encode, and more. Working on optimizing games and exploiting Unity to squeeze more performance.
I’m Alex, Software Engineer and Performance Engineer, with the skills in C#, C++, Unity, native plugins, video playback/encode, and more. Working on optimizing games and exploiting Unity to squeeze more performance.
Hello, bluesky
Hello, bluesky