rust-psp
UnityCsReference
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rust-psp | UnityCsReference | |
---|---|---|
1 | 58 | |
549 | 11,389 | |
- | 1.2% | |
5.3 | 7.4 | |
7 days ago | about 11 hours ago | |
Rust | C# | |
GNU General Public License v3.0 or later | GNU General Public License v3.0 or later |
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rust-psp
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Is C++ still the language when entering 3D programming in 2023?
Do you know https://github.com/overdrivenpotato/rust-psp ?
UnityCsReference
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Anyone know what Unity's Matrix4x4 looks like internally?
I've checked their CS reference code on their Github, both here and here, but I want to dive a little deeper - specifically, I want to know what they're actually doing when determining validity of the Matrix4x4.
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Torn between chossing Unity & C# or going UE5 and C++. What made you choose unity?
Yep, but beyond just decompiling it, the c# layer of code is on GitHub: https://github.com/Unity-Technologies/UnityCsReference
- 2 minutes of silence for those who bought RTX 3070 and RTX 3070Ti
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Do you use System.Object.ReferenceEquals() ?
https://github.com/Unity-Technologies/UnityCsReference/blob/master/Runtime/Export/Scripting/UnityEngineObject.bindings.cs (after 2019.1)
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Custom method attribute for Animation Event Functions
The code where the method filtering for the Animation Event Inspector is done, is here (line 190). Is it possible to do something like this? That repository explicitly says:
- Can’t find operation
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Bounds.Encapsulate precision loss?
No reason, you can look at the source of encapsulate
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Modify Project Setting's "Default Quality Level" by script
There isn't really a straight forward way to do this, even the QualitySettings editor uses Serialised Properties to get at the data. (Line 343 in QualitySettingsEditor)
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Has any indie dev got (read-only) access to Unity source? How much did it cost?
This is awesome, thank you! I'm most curious about their Runtime
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Is C++ still the language when entering 3D programming in 2023?
I think if you want to get into graphics programming you do want to work with OpenGL and similar things, because at the very least you need to understand it all (and decide what parts of engines to use and what to ignore when you get to whole games). It's also worth saying that while you can only publicly get the references in Unity you do get source access at the higher subscription tiers you'd use at a game studio.
What are some alternatives?
rustscii - A Rust crate for creating ASCII console-style games
fastapi - FastAPI framework, high performance, easy to learn, fast to code, ready for production
CMFileManager-PSP - A multi-purpose file manager for the PSP, heavily inspired by the CM file manager design.
ILSpy - .NET Decompiler with support for PDB generation, ReadyToRun, Metadata (&more) - cross-platform!
wgpu - Cross-platform, safe, pure-rust graphics api.
Raylib-CsLo - autogen bindings to Raylib 4.x and convenience wrappers on top. Requires use of `unsafe`
raylib - A simple and easy-to-use library to enjoy videogames programming
tinyraycaster - 486 lines of C++: old-school FPS in a weekend
vange-rs - Rusty Vangers clone
astc-encoder - The Arm ASTC Encoder, a compressor for the Adaptive Scalable Texture Compression data format.
zig-gamedev - Main monorepo for @zig-gamedev libs and example applications
oqtane.framework - CMS & Application Framework for Blazor & .NET MAUI