• Complain

Dickinson C. - Unity 5 Game Optimization

Here you can read online Dickinson C. - Unity 5 Game Optimization full text of the book (entire story) in english for free. Download pdf and epub, get meaning, cover and reviews about this ebook. genre: Computer. Description of the work, (preface) as well as reviews are available. Best literature library LitArk.com created for fans of good reading and offers a wide selection of genres:

Romance novel Science fiction Adventure Detective Science History Home and family Prose Art Politics Computer Non-fiction Religion Business Children Humor

Choose a favorite category and find really read worthwhile books. Enjoy immersion in the world of imagination, feel the emotions of the characters or learn something new for yourself, make an fascinating discovery.

No cover
  • Book:
    Unity 5 Game Optimization
  • Author:
  • Genre:
  • Rating:
    5 / 5
  • Favourites:
    Add to favourites
  • Your mark:
    • 100
    • 1
    • 2
    • 3
    • 4
    • 5

Unity 5 Game Optimization: summary, description and annotation

We offer to read an annotation, description, summary or preface (depends on what the author of the book "Unity 5 Game Optimization" wrote himself). If you haven't found the necessary information about the book — write in the comments, we will try to find it.

Packt Publishing, 2015. 296 p. ISBN-10: 1785884581, ISBN-13: 978-1-78588-458-0.
Master performance optimization for Unity3D applications with tips and techniques that cover every aspect of the Unity3D Engine.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 gamers worst nightmares and its 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. Youll 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.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.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 Engines 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 Unitys feature-set, and who want to maximize the performance of their game. Familiarity with the C# language will be needed. iPAD Amazon Kindle, PC , Cool Reader (EPUB), Calibre (EPUB, MOBI, AZW3), Adobe Digital Editions (EPUB), FBReader (EPUB, MOBI, AZW3).

Dickinson C.: author's other books


Who wrote Unity 5 Game Optimization? Find out the surname, the name of the author of the book and a list of all author's works by series.

Unity 5 Game Optimization — read online for free the complete book (whole text) full work

Below is the text of the book, divided by pages. System saving the place of the last page read, allows you to conveniently read the book "Unity 5 Game Optimization" online for free, without having to search again every time where you left off. Put a bookmark, and you can go to the page where you finished reading at any time.

Light

Font size:

Reset

Interval:

Bookmark:

Make
Unity 5 Game Optimization

Table of Contents
Unity 5 Game Optimization

Unity 5 Game Optimization

Copyright 2015 Packt Publishing

All rights reserved. No part of this book may be reproduced, stored in a retrieval system, or transmitted in any form or by any means, without the prior written permission of the publisher, except in the case of brief quotations embedded in critical articles or reviews.

Every effort has been made in the preparation of this book to ensure the accuracy of the information presented. However, the information contained in this book is sold without warranty, either express or implied. Neither the author, nor Packt Publishing, and its dealers and distributors will be held liable for any damages caused or alleged to be caused directly or indirectly by this book.

Packt Publishing has endeavored to provide trademark information about all of the companies and products mentioned in this book by the appropriate use of capitals. However, Packt Publishing cannot guarantee the accuracy of this information.

First published: November 2015

Production reference: 1281015

Published by Packt Publishing Ltd.

Livery Place

35 Livery Street

Birmingham B3 2PB, UK.

ISBN 978-1-78588-458-0

www.packtpub.com

Credits

Author

Chris Dickinson

Reviewers

Clifford Champion

Dr. Sebastian T. Koenig

Acquisition Editor

Indrajit Das

Content Development Editor

Athira Laji

Technical Editor

Prajakta Mhatre

Copy Editor

Charlotte Carneiro

Project Coordinator

Bijal Patel

Proofreader

Safis Editing

Indexer

Rekha Nair

Graphics

Jason Monteiro

Production Coordinator

Aparna Bhagat

Cover Work

Aparna Bhagat

About the Author

Chris Dickinson grew up in England with a strong passion for science, mathematics, and video games. He received his master's degree in physics with electronics from the University of Leeds in 2005, and immediately traveled to California to work on scientific research in the heart of Silicon Valley. Finding that career path unsuitable, he began working in the software industry.

Over the last decade, he has made a career in software development, becoming a senior software developer. Chris has primarily worked in software automation and internal test tool development, but his passion for video games never fully faded. In 2010, he took the path of discovering the secrets of game development and 3D graphics by completing a second degreea bachelor's degree in game and simulation programming. He authored a tutorial book on game physics ( Learning Game Physics with Bullet Physics and OpenGL by Packt Publishing). He continues to work in software development, creating independent game projects in his spare time with tools such as Unity 3D.

Acknowledgments

I've managed to grasp an absolutely ridiculous amount of knowledge in just 5 years. None of this would have been possible without the constant motivation from my coworkers, tutors, friends, and family.

Thanks to my comrades in software development for being so understanding of my erratic schedule while I was learning game development at school.

Thanks also to my college tutors for helping accelerate me past the core material and learn so much about game development so quickly.

Thanks to my friends for always being a constant source of harassment and inquisitiveness about what I've been working on.

Thanks to my family for giving me the opportunity to learn, live, and love so much in such a short time.

And of course, thanks to my wonderful wife and best friend, Jamie, for being so caring and supportive of all the late nights and helping me stay creative.

About the Reviewers

Clifford Champion has a broad background in software engineering, with years of experience spanning 3D games, Internet applications, and artificial intelligence. He holds degrees in mathematics and computer science from UCLA and UCSD, respectively. In the past, Clifford worked for video game technology company Havok (now part of Microsoft), and interactive media and design company PlainJoe Studios. Currently, he leads a software team at zSpace (zspace.com), a VR company specializing in 3D for classrooms and industry.

Clifford can be found on Twitter at @duckmaestro and welcomes discussions on any topic.

Dr. Sebastian T. Koenig received his PhD in human interface technology from the University of Canterbury, New Zealand, developing a framework for individualized virtual reality cognitive rehabilitation. He obtained his diploma in psychology from the University of Regensburg, Germany, in the areas of clinical neuropsychology and virtual reality rehabilitation.

Sebastian is the founder and CEO of Katana Simulations, where he oversees the design, development, and evaluation of cognitive assessment and training simulations. His professional experience spans over 10 years of clinical work in cognitive rehabilitation and over 8 years of virtual reality research, development, and user testing. He has extensive experience as a speaker at international conferences and as a reviewer of scientific publications in the areas of rehabilitation, cognitive psychology, neuropsychology, software engineering, game development, game user research, and virtual reality.

Sebastian has developed numerous software applications for cognitive assessment and training. For his work on the virtual memory task, he was awarded the prestigious Laval Virtual Award in 2011, for the Medicine and Health category. Other applications of his include the virtual reality executive function assessment in collaboration with the Kessler Foundation, New Jersey, USA, and the patent-pending Microsoft Kinect-based motor and cognitive training JewelMine/Mystic Isle at the USC Institute for Creative Technologies, California, USA.

He maintains the website at www.virtualgamelab.com, which features his research and his software development projects. His website also contains a comprehensive list of tutorials for the Unity game engine.

www.PacktPub.com
Support files, eBooks, discount offers, and more

For support files and downloads related to your book, please visit www.PacktPub.com.

Did you know that Packt offers eBook versions of every book published, with PDF and ePub files available? You can upgrade to the eBook version at > for more details.

At www.PacktPub.com, you can also read a collection of free technical articles, sign up for a range of free newsletters and receive exclusive discounts and offers on Packt books and eBooks.

httpswww2packtpubcombookssubscriptionpacktlib Do you need instant - photo 1

https://www2.packtpub.com/books/subscription/packtlib

Do you need instant solutions to your IT questions? PacktLib is Packt's online digital book library. Here, you can search, access, and read Packt's entire library of books.

Why subscribe?
  • Fully searchable across every book published by Packt
  • Copy and paste, print, and bookmark content
  • On demand and accessible via a web browser
Free access for Packt account holders

If you have an account with Packt at www.PacktPub.com, you can use this to access PacktLib today and view 9 entirely free books. Simply use your login credentials for immediate access.

Next page
Light

Font size:

Reset

Interval:

Bookmark:

Make

Similar books «Unity 5 Game Optimization»

Look at similar books to Unity 5 Game Optimization. We have selected literature similar in name and meaning in the hope of providing readers with more options to find new, interesting, not yet read works.


Reviews about «Unity 5 Game Optimization»

Discussion, reviews of the book Unity 5 Game Optimization and just readers' own opinions. Leave your comments, write what you think about the work, its meaning or the main characters. Specify what exactly you liked and what you didn't like, and why you think so.