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Showing posts from February, 2020
Hi there! You’ve stumbled upon the portfolio of Hadid (Game Programmer, Technical Artist.) Here you can view my  R esume , a few of my  Professional Projects  and some  fun coding or game stuff  I do in my free time. Currently I’m happily employed at GeniTeam Solutions as Senior Software Engineer, working on awesome Scary Teacher and more new title.  Back in 2013, I graduated from the Government College University, Lahore with a degree in Computer Science. I specialize in gameplay programming but enjoy tackling any problem placed in front of me. I’d love to  chat  about job opportunities, projects I’ve worked on, diversity in tech, games,memes, or whatever is on your mind.

Good Practices for Physics, Scripts and Shader Based Optimization

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In Our Previous Article, We Talked about Techniques of Rendering Optimization, how we can optimize our game’s rendering to use as much lesser CPU as it can to save resources for other operations like Physics, Logic Compilation.  Link  :   Good Practices for FPS Optimization In This article, we will go into further topics involved in running of game on a particular device or platform. Main Contents of the Article Are: Shaders Optimization Scripting Optimization Physics Optimization Shaders Optimization Continuing further into rendering optimization, shaders play an important role in both quality of the game and performance factor.  Shaders are basically “ draw commands ” that a platform uses to draw() a mesh on screen.   This is what a shader looks like in unity, it is normally accessed through materials assigned to a mesh. Shaders are an integral part of beautifying your game, but shaders do have some render passes, draw calls that are to be beared on your...

Good Practices for FPS Optimization and their Inter Relation

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In this blog, we will talk about good practices for Performance Optimization and achieving good FPS with limited resources usage. Our Technology of discussion is Unity 3D.  We will talk about some core Topics. Batching Batching is an Important aspect of the fps optimization in unity 3d like other techniques.  Batching is rendering objects that share same material together in reduced or single render pass instead of multiple draw calls or passes  .  When objects are rendered in single rendering pass it reduces the amount of CPU time and resource usage, hence resulting in smoother game experience and better game performance on the specific device.  While going more into batching, it is further categorized into some types: Static Batching Static Batching as stated deals with static objects. Precisely, the objects which are not supposed to move during the gameplay are to be marked static, so that these objects which are static then batched togeth...