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A few math-based micro-optimization tricks

A few math-based micro-optimization tricks

I love micro-optimizing my code. This is rarely necessary, but I dislike unnecessary computation. Adopting these optimization tricks won’t double your FPS, but you can sleep happily knowing that you avoided a square root.

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Elastic buildings and heavy balls

Elastic buildings and heavy balls

Sprawl is full of bouncy and springy buildings. This post is about this elastic building effect. I’ll assume some level of familiarity with writing shaders in Unity (and some calculus + linear algebra).

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