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Dynamic Bone Joint Caching in Unity to Minimize Hierarchy Lookups (Part 3)

KernelDiver
Kernel & Systems Researcher
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3y ago · Feb 13, 2023 9:35 AM
#1
Caching Transform references for humanoid bone joints on entity initialization instead of searching strings every frame.
KernelDiver · Windows Internals & Page Tables
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NoRecoilDev
Input & Recoil Math
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3y ago · Feb 13, 2023 12:00 PM
#2
Store an array of 15 key Transform pointers per player in an EntityCache struct. Update screen coordinates in a tight loop.
NoRecoilDev | Smoothing Algorithms & Input Events
DirectXRay
DirectX 12 / Vulkan Dev
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3y ago · Feb 13, 2023 3:00 PM
#3
Eliminated 95% of transform hierarchy overhead when rendering skeleton overlays for 40+ players.
DirectXRay · DirectX 12 & Vulkan Command Lists