Release date:2021, June 8

Author:Penny de Byl, Penny @Holistic3D.com

Skill level:Intermediate

Language:English

Exercise files:Yes

What do you think optimisation of a game project is? Do you think it’s writing really efficient code or getting your game to run as fast as possible? Is it a task you do days before release or from the very start? Not sure where to start? Well, this course is for you.

Designed for INTERMEDIATE level Unity and C# students, the content within will forge you into an optimisation expert. Without even thinking, you’ll be pulling up the Unity profiler and investigating CPU and GPU bottlenecks like a pro. You’ll find hints and tips on improving the performance of your game starting with the script and moving onto art assets and finally physics. There are plenty of hands-on exercises designed to give you skills in forensic debugging that will be valuable to you far into the future.

This course uses Unity 2020.2 or 2020.3.

You will learn about:

Performance Budgets

The Unity Profiler

C# Optimisation Tricks for the Unity API

Art asset optimisation settings

Audio file usage and settings

Tips and tricks for getting more from the Unity Physics system

What people are saying about Penny’s courses:

Dr. Penny is a wonderful person and a true expert. All of her courses I’ve taken have been top notch and in my opinion there is no better teacher out there.

Allow me to say how hugely important this is for a person who is interested in certain types of game design. Creating games where you can create AI behaviors that support emergent situations.

I honestly love Holistic’s teaching approach and I’ve never learned so much within a few hours about coding effectively with such detailed explanations!

This course focuses on developing student skills in identifying and solving performance issues in their game development projects. By the end, they will find the use of the Unity Profiler second nature and be able to identify many CPU and GPU bottlenecks in their’s and other’s Unity projects.

01 Introduction 001 Introduction 002 Join the H3D Student Community

02 What is Optimisation 001 The Deep End 002 What do you think optimisation is_ 003 What is Optimisation_ 004 What is a Frame_ 005 The Performance Budget

03 Profiling Tools 001 Introducing The Unity Profiler 002 Profiler Markers 003 GPU Performance Profile

04 Optimising Script 001 How to Get a Component 002 Experimenting with Method Performance Assignment 003 Caching instead of Dynamic Finds 004 Cache Optimising Challenge 005 Update Script Experimentation 006 Using Coroutines for AI Behaviour 007 Taking Out the Garbage 008 Making Garbage 009 Null Testing 010 Avoiding Strings as IDs 011 Strings With Animators and Shaders 012 Is a String Better than a Shader Property ID_ 013 Tag or CompareTag

05 Design Pattersns and Scripting Strategies 001 Singletons and Statics Part 1 002 Singletons and Statics Part 2 003 Use Appropriate Data Structures Part 1 004 Use Appropriate Data Structures Part 2 005 Object Pooling 006 Object Pool Challenge 007 Structs Versus Classes Part 1 008 Structs Versus Classes Part 2 009 Disabling Scripts by Visibility and Distance

06 Rendering Optimisation 001 The Frame Debugger 002 The Rendering Pipeline 003 Unitys Render Pipelines 004 Drawcalls 005 Improving Drawcalls Through Batching 006 Texture Atlasses 007 Combining Meshes 008 Dynamic, Static, Combined or Separate_ 009 Sprite Atlasses 010 Texels & Mip Maps 011 Level of Detail 012 LOD Performance Testing 013 User Interface Optimisation Tricks

07 Other Optimisation Opportunities 001 The Power of Two 002 Loading Audio Files 003 Audio File Tips for Performance

08 Physics Optymisation 001 Collider Types 002 Ragdolls 003 Other Physics Optimisations

09 Final Words 001 A Final Word from Penny 002 Where to now_

[Udemy] The Ultimate Guide to Video Game Optimisation.7z [Udemy] The Ultimate Guide to Video Game Optimisation_Subtitles.7z

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