As an academic-turned-game-developer, I guess I'm an odd bird even by indie standards. My background is in social psychology as well as computer science. I use this background to develop highly resarch-driven character AI in C# and Unity. All my work goes into the duplicy.ai middleware library, which features, among other things, lightning-fast and fully dynamic pathfinding for variable-sized characters.
If you've read the previous parts of this series, you know how important it is to avoid heap deallocations in your C# code in Unity. Object pooling is the main technique for preventing deallocations, and constitutes the topic of this third and final post.
Part 1 provided background information and practical tips on C# memory managment in Unity. This second part, also aimed at 'intermediate'-level developers, discusses how you can uses the Unity Profiler and disassemblers to find unwanted heap allocations.
Provides background information and many practical tips on C# memory management in Unity. Part 2 introduces tools and techniques for avoiding memory leaks; part 3 discusses object pooling.
[News - 03/10/2014 - 11:11]
[News - 03/10/2014 - 04:29]
[Blog - 03/07/2014 - 11:43]
[Blog - 03/07/2014 - 11:11]
[News - 03/07/2014 - 05:39]
The best game dev advice ...
The best game dev advice I ever received was: be wary of game dev advice By authors here on gamasutra: r n r nhttp://www.gamasutra.com/blogs/TanyaShort/20131010/201752/50 Easy Steps to Indie Success.php r n r nhttp://gamasutra.com/blogs/FolmerKelly/20140109/208267/To Aspiring Indie Devs.php
[Blog - 02/26/2014 - 03:33]
Thanks for this write-up - ...
Thanks for this write-up - it reads almost like a detective story r n r nCould you clarify which version of Reflector needs to be purchased to have access to procmon I have MS Visual Studio, but other than that only use an open-source decompiler ILSpy .