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After running into fill-rate problems with dust/dirt particles in Raptor Safari we decided to implement High-Speed, Off-Screen Particles, as outlined by NVIDIA’s GPU Gems 3. Without getting too technical, the article shows how to render particles into a smaller render target (RenderTexture in Unity) and then blend the particles back into screen. This works well for dust, dirt, and smoke like parti
Unity 2.5’s release is finally on the horizon, which means Windows editor! In addition to some great new workflow and editor features, 2.5 will also usher in a wave of Windows users. There is a lot to learn about Unity, when you first encounter it, so we’re going to do a series of Unity Basics posts, with an introduction to some of the core concepts. This first post answer the question: What is
Choosing a language for Unity development is a tricky thing. There are a lot of great reasons to use C# (like its tool ecosystem), but other, just-as-great reasons to use JavaScript (like its less verbose and more accessible nature). The Unity forums have endless debates about language choice. The availability of Intellisense with Visual Studio is a huge reason to use C#. However, we liked the
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