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C# Fundamentals - Generics

C# Fundamentals - Generics

Generic classes and methods provide us mainly three things :
1) Reusability
2) Type safety (certain value will not show undefined behavior)
3) Efficiency
It is similar to templates in C++ but it does not provide the same flexibility as that of templates.
Generics allow you to write a class or method that can work with any data type. When the compiler encounters a constructor for the class or a function call for the method, it generates code to match with the specified data type.
Let's look at a generic class called 'Node'.
public class Node<T>
   private Node<T> next;
   private T data;
   public Node(T t)
       data = t;
   public T GetData(){ return data; }
   public Node<T> GetNext(){ return next; }
   public void SetNext(Node<T> node){ next = node; }
We will now see what all of that means.
public class Node<T> 
Where T is a placeholder for any data type (int,float,string,user-defined...etc).
It's a good idea to always have the type parameter start with a 'T', it's good practise.
Good examples : TtypeA, Tvar, Ta... or just TšŸ˜Š.
Bad examples : type1, A, B...etc.
  private T data;
  public Node<T>(T t)
     data = t;
Here we have a private data member called data of type 'T'.
And we have a parameterized constructor which takes in a variable of type t, then assign that to member 'data'.
public T GetData(){ return data; }
public Node<T> GetNext(){ return next; }
public void SetNext(Node<T> node){ next = node; }
Now we have a set of functions that do what you think they'll do.
GetData() - returns the member 'data'.
GetNext() - returns the member 'node', which is another Node of the same type.
SetNext() - sets the member 'node' with whatever Node variable of  the same type that was passed in as argument.
It is also useful for an interface to define constraints for the generic types it uses
public interface ICoolInterface<T> where T : IAnInterface<T>
this can also be used with classes deriving from interfaces.
public class Node<T> where T : IAnInterface<T>
Here is the entrie source code for an example program dealing with generics. For more information you can check out microsoft's intro to generics HERE.
For More C# Tutorials, go HERE


Gift Wrapping Convex Hull Algorithm With Unity Implementation

Convex Hull Algorithm Convex Hull algorithms are one of those algorithms that keep popping up from time to time in seemingly unrelated fields from big data to image processing to collision detection in physics engines, It seems to be all over the place. Why should you care? Cus you can do magic with it and it seems so simple to implement when you first hear about it, but when you start thinking about it, you will realize why it's not such a straightforward thing to do.
Now that I got you interested (hopefully) and now we will see just what a convex hull is.
As you may have noticed a perimeter was made with the same points that was given and these perimeter points enclose the entire set of points.
Now we have to clear up the term 'Convex'.
Convex means no part of the object is caved inwards or that none of the internal angles made by the points exceed 180 degrees.
In this example of a concave shape internal angles go beyond 180 degrees.
What are those red lines for? Well...…

Shader Optimization Part 1

The process of shader optimization can seem like trial and error... in fact, that's how it is most of the time.
Most of the time shader optimizations could be boiled down to educated guesses because each time a shader gets compiled, the GPU driver of that specific hardware is what converts your code into actual machine code, therefore, the machine code generated will be different for each GPU and the driver itself might perform some optimizations on top of your's which won't be available on another GPU, thereby making it difficult to have a standard way of writing optimal shader code.

So the best way to know for sure is to actually test it on the hardware you are targeting.
With that said, Here are some universal best ways of getting your shader to perform better.šŸ˜… Do Calculations On Vertex Shader The most commonly used case for this is lighting, an example would be Gouraud lighting, where lighting calculations are done per vertex but at the loss of quality.

Some calculatio…

Fortnite Procedural Construction Animation Shader

Fortnite Construction Shader This shader is loosely based on the one that was presented by the Fortnite developers in their GDC talk: Inner Working Of Fortnite's Shader-Based Procedural Animations.

 Here is what we will end up with:
This technique requires you to author the 3D model in a certain way, More or less how those Fortnite developers did.
So we need the authored 3D model and the shader that uses data we get from the model to achieve the desired effect.

There are some nuances here and there so make sure you don't miss out on the details.šŸ˜—
The first step will be preparing the 3D model and putting in the required data. I used Blender 2.79 but any 3D modeling software would do.
3D Model PreparationModel It
Apply Vertex Colors: For the direction of flight
Each color is a component of a vector (x, y, z). This will be considered as local space.
Values range from -1.0 to +1.0 for each component.
Negative values are achieved by using values of less than 0.5 and positive values wi…

Visual Upgrade - Unity Asset Store [ September, 2018 ]

Visual Overhaul - Assets That Turn Mediocre Into Drool Worthy *Note: These assets are not arranged in any way, no comparison is done. They are just really cool assets that will help make your game look at least a bit better. šŸ˜
8. Bat Particles
7.GPU Instancing Animation
6.Colored Pencils
5.Graphics Adapter Pro
4.Sleek Render: Mobile Post Processing
3.1000+ Effects pack
2.COLR - Coloring Redefined

Check out more such Unity Asset Store Gems : HERE
Don't forget to share these wonderful assets with your colleagues and friends.
Support Bitshift Programmer by leaving a like on Bitshift Programmer Facebook Page and be updated as soon as there is a new blog post.
If you have any questions that you might have about shaders, C# or Unity development in general don't be shy and leave a message on my facebook page or down in the comments.

Creating Android Plugins For Unity

Creating Android Plugins For Unity When creating a game / app with Unity which targets a specific platform like Android or iOS it would really handy if you could access some  platform specific features such as native pop-up windows ( modal dialogs ), battery status, vibration access, location access, file system access etc.. 
*Note : The following tutorial assumes that you know a bit about Android development and java in general. Even if you don't know android development I hope this tutorial shows you how easy and rewarding it is to make your own Android plugins. Before we start you should make a folder called 'Plugins' inside the 'Assets' directory and inside that create a 'Android' folder. This is where all our .aar / .jar files go which is basically a .dll file for windows folks.
We will be making a plugin that displays a Toast dialog which consists of a string we pass
from Unity and also a method that performs some math operation and returns the output…