Wendelin Reich's Blog
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 mischief.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.
Wendelin Reich's Comments
[News - 09/11/2014 - 05:58]
Next gen ... as in ...
Next gen ... as in PS5 and XBtwo It 's always hilarious when salespeople like Gibeau try to describe technology that they don 't seem to understand....
[Blog - 08/17/2014 - 02:21]
[Blog - 08/16/2014 - 08:15]
As a happy Unity user ...
As a happy Unity user who is already heavily invested in the Unity ecosystem Asset Store etc. , I think it is absolutely awesome that people like you choose to do their own thing instead. Unity has always been pushed forward by the notion of being less pretty than Unreal ...
[News - 08/18/2014 - 03:27]
These are excellent points James. ...
These are excellent points James. Many, many psychological studies have shown that people on average vastly overestimate their own skills and the 'value ' already an elusive concept of their creations. So whats missing in rants like the one discussed here is that most games just aren 't worth more ...
[Blog - 08/11/2014 - 01:53]
I like your idea, and ...
I like your idea, and I wish it would catch on, but I also think there are reasons why game designers especially in 'AAA ' seem to love branching story trees rather than a continuous story space. The main reason is that our or at least American culture is obsessed ...
[Blog - 08/14/2014 - 09:27]