Posts Tagged performance

Do Even More At Once

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Threads allow us do more than one thing at a time using the CPU’s cores, but it turns out we can do more than one thing at a time using just a single core! Today’s article shows you how you can do this and the huge speed boost it can give you!

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The Other CPU Cache

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We’ve seen how using the CPU’s cache can lead to a 13x speedup, but that’s only utilizing one of the CPU’s cache types. Today’s article shows you how to go further by utilizing a whole other type of CPU caching!

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How to Use the Whole CPU

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Last week’s article showed how to effectively use the CPU’s caches to boost performance by an order of magnitude. Today’s article goes even further to show you how to use even more of the CPU’s capabilities!

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How to Write Faster Code Than 90% of Programmers

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Most programmers write code for an abstract computer. The thing is- code runs on a real computer that works in a specific way. Even if your game is going to run on a wide range of devices, knowing some of the common features can speed up your code 10x or more. Today’s article shows you how!

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Garbage Gotchas

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Sometimes it seems like Unity programming is a minefield. Plenty of innocuous-looking code secretly creates garbage and eventually the GC runs and causes a frame hitch. Today’s article is about some of those less-obvious ways to create garbage.

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The Problems with Object Pools

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It’s extremely common to see somebody ask a question about avoiding the garbage collector only to be answered with “just use a pool” as if that immediately and totally solved the problem. While pools will often keep the garbage collector at bay, they’ll also introduce a whole slew of new problems that you’ve got to deal with instead. Today’s article goes through several of these problems so you’ll be aware of the tradeoffs involved and hopefully avoid some pitfalls.

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Do Foreach Loops Still Create Garbage?

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Over a year ago I wrote an article title Do Foreach Loops Create Garbage using Unity 5.2 and tested foreach with a variety of collections: List, Dictionary, arrays, etc. Since then Unity has a new C# compiler and version 5.6 has been released. Is it safe to use foreach now? Read on to find out!

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Which Hash Set is Fastest?

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Say you need to keep track of things you’ve already done, perhaps to avoid doing them again. What’s the fastest way to do that? HashSet<T> seems like a natural fit, so you might choose that without a second thought. But is it faster than similar collections like Hashtable and Dictionary<TKey, TValue>? Today’s article puts all three to the test to see which one can insert elements, check for containment, and remove elements the quickest. Read on for the surprising results!

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An Alternative to Events

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C# has built-in events and they work fine in Unity projects. End of story, right? Not so fast! Have you ever wondered why the Unity API doesn’t have any C# events in it? Or why Unity made their own UnityEvent class for UGUI? Maybe there are some valid reasons to avoid C#’s events. Today’s article discusses an alternative with some serious upsides. Read on to learn more!

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Unity Function Performance Followup

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By request, today’s article follows up on my Unity Function Performance article from a year and a half ago using Unity 5.0. It adds on GameObject.SendMessage and virtual functions to get a more complete picture of how various function calls in Unity perform. Of course it runs these tests using Unity 5.4 to see if there have been any changes in the engine. Read on for the results!

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