Still Alive!

Hey guys!

Just a quick one to let you know I am still alive. I have been super busy over the past couple of months with buying property, full time job and a lot of game dev on “Project Winter” going on.

I have been dabbling with various technologies and solutions, trying to find the best solution for projects in the future. What I have summed up is unless you have ateam of 1000 odd people, it is dumb to build your own engine, however at the same time never expect what comes out of the box is going to work for you and invest in tools to make the platform you are working on work for you in the right way. In other words, although I have realised I can still do my C++ and MonoGame recently, I will be mostly sticking with Unity. Why? Although I tried Unreal and Cryengine briefly, I find Unity still to be the friendliest tool so far. Most of my time now is going to be spent making my game with my mates (and work of course) but also building on top of Unity and solving problems that we come across everyday.

My end goal is to have a really sweet set of reusable tools and techniques that can be taken across a variety of projects and may be one day build something as ambitous as FFXV in Unity (ambitous and a bit riodiculous I know, but hey, one can dream).

Speaking of which… check out the cool Base Battle Footage again:



The Console game has begun to fragment. And that is bad.

Hello! I know I haven’t been around lately. Things have been very busy with work and buying a flat and all that jazz and I completely forgot about my blog. Terrible.
Anyway, I wanted to talk about a recent development that seems to be coming to the console business. Fragmentation. The 3DS already did it and no one cared, Microsoft talked about it and now it seems like Sony are actually going to do it. If you don’t know what i am talking about, Sony have decided to release the Playstation 4.5. Codename Neo. This is a more powerful PS4 with some interesting developer guidelines. Giantbombs podcast goes into more detail, but the long and short of it is that games can harness the power from the PS4.5 but also have to support the older console. The worry here is that we could get into a Hyrule Warriors 3DS situation, where games are essentially unplayable on the older console. Sony have also said nothing about if the older one will get phased out. They have gone down the PC route with a fixed piece of hardware.
This isn’t bad for consumers. They are fickle creatures who will adapt. This is bad for Sony. They sold 35 million units already to lots of happy customers and have the potential to alienate them very quickly and on top of that, lose business and turn their comeback console into the PS3 or worse the Vita. OK, the latter is pretty drastic, but you get the idea.
So what is bad about fragmenting the console base and going down the PC route.
Well for starters they have gone down the PC route and are now facing a strong competitor. The PC. Lets say they release a hardware revision at the end of 2017. How much are they going to price it for. Another £350? And is there any guarantee they won’t do it again? People are not stupid. Even the dedicated fanboys will clock on to this.
And, in my opinion, at time of writing, the PS4 still lack the “killer app”.
Destiny? Yeah I am sure we will see something similar or at some point even see Destiny itself on PC. Uncharted? A franchise that is getting tired and isn’t exactly a household name that say Halo is. Killzone? Terrible game. God Of War? Have you played Devil May Cry?
You get the idea.
So what is my point. Well my point is you can buy a PC for the same price along with a steam link if you wanted, hook up a controller, fire up big picture mode and have the same experience with the same if not more games. And when that 3 year console revision roles around. You upgrade your pc for £100 or so for a new graphics card and keep on gaming. They stop buying PS4 copies of multi platform games and head to Steam.
The second is the added costs for developers. If TCRs come through saying that devs now have to develop for both PS4 and PS4.5 and they are hard and fast… well the added dev cost could become quite significant, putting a lot of developers off developing for Sony’s console, which then means less titles to purchase.

The rise of PC and mobile gaming is happening and this has the potential to speed it up. Which is a shame, as I have always loved the simplicity of console gaming. I’m hoping in reality that most of the 35 million players will have the same attitude about it as me. Still buy the games to use their old PS4s, and not upgrade. Make it like the New 3DS. Where no one cares, developers still make great games for the hardware they had in the first place and this never happens again.


Unity Shader Tutorial: An intro to Compute Shaders

Are you ready to turn this up to 11? We are going to look at some real “Triple A” business now. The world of compute shaders. So what are these mysterious  creatures that you probably don’t know exist in Unity?

To be honest, I had completely forgot they were there and I was looking at a fur tutorial (that doesn’t actually seem to work by the way and was also a really dirty way of doing it ) and then remembered my mate had said you could probably do grass and fur in one. I think he actually meant geometry shaders, but compute shaders peeked my interest.

However, after digging around the net it turns out that info surrounding them when it comes to Unity seems quite scarce.

Let’s start from the top!

What is a compute shader, and why should I care?

In Microsoft’s fancy terms, “a compute shader is a programmable shader  stage that expands Microsoft Direct3D11 beyond graphics programming” and “a compute shader provides high-speed general purpose computing and takes advantage of the large numbers of parallel processors on the GPU”.

In simple terms, a compute shader is a program that runs on the graphics card that does stuff outside of the normal rendering pipeline.

So you are probably thinking “OK, I kind of get it, you can run some logic and put some work onto the graphics card, but why would I want to do that?” Well these shaders are really good at maths and parallelization, i.e. they are really good at performing tasks where you are doing a lot of the same thing. In other words, they are really good at tasks that involve applying the same set of calcualtions to every element in a given data set.

This is probably a kind of crappy exlanation, so lets wind the clock back a bit to when I was just gracing the planet with my presence. The 90s. It was a beautiful time with games like Doom, Final Fantasy 7, The Legend of Zelda: Ocarina of Time, Crash Bandicoot, Tekken 3… do I need to go on? Essentially lots of 3D games and PCs started going out with graphics cards. Stuff like this bad boy.

What a rush indeed! Getting that sweet 6MB of power all up in your grill. Anyway OpenGL and DirectX appeared and the magic of the programmable pipeline emerged. Developers just send geometry down to the graphics card and OpenGL/Direct X would figure it out. However, the pipeline was pretty rigid, and thus to make more interesting effects and push the boundaries it had to became more flexible. This led onto shaders, where devs could write their own programs to perform certain parts of the pipeline and make things look like the wizard’s tits.

This the opened up a lot of possibilities and this new system mean that the new pipline could deal with a lot of different types of algorithms and now the GPU can do stuff like crazy multi-threaded physics, etc.

What this means now is we can do crazy stuff like Nvidia’s Hair works.

You on board now? If not, just know it is cool and you feel like a Game Development Maverick when you do it.

Basically, you can potentially harness the GPU to do none graphicsy stuff if you so desire and gain MOAR POWER.

Sod it, lets jump in!

That’s the attitude I want!

Before you start though you need a WINDOWS machine. Macs don’t have it. And to be honest they are kinda crappy for big boy game development like this anyway 😛

Create a compute shader in Unity.

The first thing you will notice is that this is not CG. This is a Direct X 11 style HLSL bad boy. Yeah fasten your seat belts boys and girls.

// Each #kernel tells which function to compile; you can have many kernels
#pragma kernel CSMain

// Create a RenderTexture with enableRandomWrite flag and set it
// with cs.SetTexture
RWTexture2D<float4> Result;

void CSMain (uint3 id : SV_DispatchThreadID)
     // TODO: insert actual code here!

     Result[id.xy] = float4(id.x & id.y, (id.x & 15)/15.0, (id.y & 15)/15.0, 0.0);

So the above is what you get if you just create one from scratch.

The #pragma kernel CSMain is the first thing we see in our shader. Kind of like the other shaders, this is us telling the program where our entry point is, in this case CSMain. A compute shader can have many a function and you can call a specific funciton from a script. More on that later.

The next bit is a RWTexture2D<float4> Result

Again, like our other shaders, this is just a variable declaration. However, as we aren’t using mesh data, we have to say what the shader will read and write to. In this case we have a RWTexture2D a read/write texture 2d object that the program is gonna use. Take a look at MSDN for reference:

Finally, the last super different thing is the numthreads which is the the number of thread groups that are spawned by our shader. GPUs love the parallel processing business and create threads that run simultaneously.  This line is specifying the dimensions of the thread groups. These specify how the threads that are created are organised and in this case we are saying that we want to create 64 threads. Take a look at msdn for refrence:

The size of your thread groups will be determined by a lot of factors and probably most notably your target hardware. For example, the PS4 may have  a different optimum size compared to the Xbox One.

The rest is kind of bog standard code. The kernel function determines what pixel it should be working on based on the uint3 ID of the thread running the function and writes some data to the result buffer.

Cool. We have our first compute shader! But how do we actually run this warlock? It doesn’t run on mesh data so we can’t attach it to a mesh. We need to grab it from a script.

But hold up, before we start lets change up our script that Unity spat out and make the compute shader do something different.

// Each #kernel tells which function to compile; you can have many kernels
#pragma kernel CSMain

RWStructuredBuffer<int> buffer1;
void CSMain (uint3 id : SV_DispatchThreadID)
    buffer1[id.x] = mul(id.x, 2.0);

You can see we switched out the texture for a structured buffer. This is just an array of data consisting of a single data type, in this case it is an int. In the code you can see we are just taking the id of the thread and multiplying it by 2.

Cool lets write a new script.

using UnityEngine;
using System.Collections;

public class RunComputeShader : MonoBehaviour
    private ComputeShader _shader;

    void Start()
       ComputeBuffer buffer = new ComputeBuffer(4, sizeof(int));

       _shader.SetBuffer(0, "buffer1", buffer);

       _shader.Dispatch(0, 1, 1, 1);

        int[] data = new int[4];


        for (int i = 0; i < 4; i++)


Firstly we are creating a compute buffer the size of an int, a buffer that ComputeShader programs use to store arbitrary data and then we are using the SetBuffer to tell the shader to dump data in there. We use the dispatch function to run our shader and then grab the work the shader has done.

If you set up the above you should see in the debug window it print out some numbers. Yeah it did that on the Graphics card.

Alright fine, it wasn’t the most crazy thing in the world, but it is just showing you that work other than just rendering pretty images can be done.

Round up

This is a post to show you compute shaders are there. I am not saying go out and use them everywhere. The GPU can be used to do some cool multi threaded tasks, however a word to the wise. The tasks that the GPU can do are going to be limited and you really have to look at the problem you are trying to solve before you go down this path. If your game is gonna be super pretty in, you porbably want to be maxing out the gpu on that first before offloading stuff the cpu can do onto it. If your GPU is jsut idling though… maybe on like some lower poly strategy game, etc then maybe consider offloading some of the logic to the GPU using a compute shader.

Well until next time!