For those who struggling from limited floating points accuracy during GPS tracking in Unity Engine.
Accura GPS – double precision GPS which opens full power of Device Location Processor.
Available on the Asset Store.
Super lightweight. Compatible with latest Unity. Usable from C# API.
Retrieve precise location data; precise altitude data; accuracy in meters;
Supported platforms: IOS / Android
GigaNeo invented a way how to reduce sprite animations weight X-times!
Do you want to save from 50% to 96% assets memory?
Ready solution for Unity Game Engine is available in Asset Store Example created using Video Packer:
Video Packer allows developers to have more animations with smaller build size.
Author of this system is Max Botvinev, talented inventor, developer, philosopher and entrepreneur.
Video Packer is a generator of ultra optimized video files (.webm, VP8) which can be used by Unity 3d instead of heavyweight sprite / texture animations.
Generate video animations from image sequence which is ideal cross-platform format.
Such set of frames can be exported with built-in VideoPacker Utils or in every animation tool like After Effect, Adobe Flash and Many More.
FFmpeg Unity Bind is a powerful solution to perform all kind of video editing operations. 17 years of Video Programming experience now can be easily integrated into every mobile cross-platform app. We released it as a Unity 3d package in Asset Store. Thousands of developers enjoys a power of the product.
FFmpeg Unity Bind is a functionality of complete Video Editor on phones and tablets (Supports IOS + Android).
FFmpeg is the leading multimedia framework, able to decode, encode, transcode, mux, demux, stream, filter and play pretty much anything that humans and machines have created. It supports the most obscure ancient formats up to the cutting edge. No matter if they were designed by some standards committee, the community or a corporation. It is also highly portable.
Is a custom implementation of world famous Visual Effects like in the “Predator vs Alien” movie and game series. To be useful for other developers it is available for Unity 3d in the Asset Store
How Thermal Imaging Works
In order to properly implement thermal imaging video, I had to develop a decent understanding of what it was and how it worked. The electromagnetic spectrum consists of several sections including (in order of wavelength) radio, microwave, infrared, visible light, ultraviolet, x-ray, and gamma rays.
There are basically three ways for a camera to “see in the dark”. Light amplification is the most commonly used method. It is really just the gain on a camera and tells the camera to increase the amount of visible light it is collecting when the light source is faint...
When, it would seem, the adaptation is ready … Faced the problem that it is difficult to get data from Facebook to determine the gender. And our characters are divided by gender. In the standard version, the developer is not given out information until the Application will be launched . There was a problem, how to get a gender, having an icon and a name (full name)
For a while, it seemed to us that it was impossible …
But we were able to “get round” ways to get data that exceeds the accuracy of gender determination. The sample was made based on the analysis of a large database of data ,which gender is selected with a specific name when filling out the fields in Facebook.
How would you solve this problem ??)
While multi-player online games are very successful, their fast deployment suffers from their server-based architecture. Indeed, servers both limit the scalability of the games and increase deployment costs. However, they make it easier to control the game (e.g. by preventing cheating and providing support for billing). Peer-to-peer, i.e. transfer of the game functions on each each player’s machine, is an attractive communication model for online gaming. We investigate here the challenges of peer-to-peer gaming, hoping that this discussion will generate a broader interest in the research community.
Today, millions of players are connected to several online gaming communities ...
In order to define AI, we must first define the concept of intelligence in general. A paraphrased definition based on Wikipedia is:
Intelligence can be generally described as the ability to perceive information, and retain it as knowledge to be applied towards adaptive behaviors within an environment or context.
AI is used for other recognition tasks (pattern, text, audio, image, video, facial, …), autonomous vehicles, medical diagnoses, gaming, search engines, spam filtering, crime fighting, marketing, robotics, remote sensing, computer vision, transportation, music recognition, classification, and so on.
Biological Neural Networks Overview
The human brain is exceptionally complex and quite literally the most powerful computing machine k...
Topic will be started with the custom lighting system that allows for a lot 2D light sources even on low spec hardware. It was made in Unity but this approach should work in any game engine that lets you create procedural meshes.
Procedural Meshes to the rescue! The basic idea is to use a procedural mesh to “stamp” the lighting data into a light buffer that is then sampled in shaders. This is not that different from how deffered lighting works, however this solution only needs to work in 2D so author can get this done in one draw call for all my lights at once by using a procedural mesh to draw the light.
The lasers in the example were rendered with a procedural mesh so it already had a texture lying around which can be used to store the light falloff in.
In Part 1 of this article we discussed why we chose to use procedural level generation. Were also described how to generate a procedural level’s layout and connect multiple smaller level chunks together to form a fully coherent level. In part 2 of this article we discuss how we overcome lighting and NavMesh problems in Unity, and how tospawn NPCs based on a tempo.
With procedurally generated path, it is likely that the same chunk will be loaded multiple times for each level. The duplicate meshes within those chunks are stored in memory separately, but the lightmaps can be shared by adding code to our level loader to amalgamate all the lightmaps by scene name. Lightmap indexes are then reassigned as they load, saving memory instead of duplicating lightmaps for those chunks.