Meetem

@meetem.bsky.social

Rendering Engineer | C# lover and Unity Performance Maniac. | 🇺🇦 переможе https://meetemq.com/

DX12 Bindless Plugin for Unity3D is now open source, and you can use it in your projects! Can be useful for writing a custom GPU Driven Renderer. (github below)

This is the "native engine API" I made for @guycalledfrank.bsky.social 's game. It allows to replace native tex. pointer of existing Texture2D/3D for custom streaming. And forceRenderingOff may now be set from non-main thread w/o engine overhead Not under NDA, nor owned. So DMs are open :)

Bindless for Unity on DX12! Prepare your GPU Driven Pipelines :) By default Unity doesn’t provide API for bindless, nor any way to implement it, yet it is possible. Crucial for faster raytracing / GPU Driven Pipeline.

Field offsets are good stuff to read/write fields without incurring into reflection, so we can avoid TypedReferences (not supported in IL2CPP) and also we avoid GC allocations for fieldInfo.SetValue(object target, object value) https://meetemq.com/2023/09/10/nets-fields-and-their-offsets/

.NET(s) Fields and their offsets

Field offsets can help you in numerous ways, first what comes in mind is that you can set fields of the struct or class instance without using TypedReference (doesn't work in IL2CPP) and without GC al...

meetemq.com

Hello, everyone! I’m Alex, Software Engineer and Performance Engineer, with the skills in C#, C++, Unity, native plugins, video playback/encode, and more. Working on optimizing games and exploiting Unity to squeeze more performance.