Displaying 20 results from an estimated 28 matches for "unity3d".
2011 Jun 17
0
Unity3D works. .blend import doesn't
Unity3D seems to be working in wine fairly well, despite a few non-critical problems.
One such problem is that when a .blend is imported, Unity complains with "Blender could not be found" and instructs me to "Make sure that Blender is installed and the .blend file has Blender as its '...
2013 Nov 13
1
Running Unity3D Editor with Wine
Hello!
I'm new to wine development - it pretty much has worked out of the box with
everything I needed. :)
I've been looking however to improve my current development workflow when
working with Unity 3D (can be downloaded for free at
http://www.unity3d.com). I've tried using it with Wine a couple of
times - to no avail. My
current workflow involves then running a virtual machine (and all the pains
that come from this).
There are some success reports at WineHQ (link:
http://appdb.winehq.org/objectManager.php?sClass=version&iId=28175 ), wh...
2020 Jan 22
2
Inlining + CSE + restrict pointers == funtimes
...on.
>
>
>
> Greetings,
>
>
>
> Jeroen Dobbelaere
>
>
>
>
>
> *From:* Finkel, Hal J. <hfinkel at anl.gov>
> *Sent:* Wednesday, January 22, 2020 17:33
> *To:* Jeroen Dobbelaere <dobbel at synopsys.com>; Neil Henning <
> neil.henning at unity3d.com>; llvm-dev at lists.llvm.org
> *Subject:* Re: [llvm-dev] Inlining + CSE + restrict pointers == funtimes
>
>
>
> At a high level, EarlyCSE should be intersecting the metadata of
> instructions that it combines. If it doesn't, and also doesn't drop the
> metadata,...
2020 Jul 17
2
LLVM 11 and trunk selecting 4 wide instead of 8 wide loop vectorization for AVX-enabled target
Oh interesting - I hadn't even considered registering vector descriptors
for the LLVM intrinsics, but right enough when I just registered that pow
has a vector variant (itself of a bigger size) I got the correct 8-wide
variants like I was expecting - nice!
Thanks for the help!
Cheers,
-Neil.
On Fri, Jul 17, 2020 at 12:09 PM Florian Hahn <florian_hahn at apple.com>
wrote:
>
>
2011 Jun 21
0
Attempting to boot Unity3D
Unity3D.com
I'm getting tired of having to switch to Windows (I dual boot windows and ubuntu) everytime I want to code in Unity so I tried installing it under Wine 1.3.22.
I got it to build my project from dropbox and open it, but as soon as the editor opens up the window freezes. Here is what the te...
2020 Jun 24
2
FW: Restrict qualifier on class members
...t;
>
>
> Greetings,
>
>
>
> Jeroen Dobbelaere
>
>
>
>
>
>
>
> *From:* llvm-dev <llvm-dev-bounces at lists.llvm.org> *On Behalf Of *Bandhav
> Veluri via llvm-dev
> *Sent:* Monday, June 22, 2020 18:32
> *To:* Neil Henning <neil.henning at unity3d.com>
> *Cc:* llvm-dev <llvm-dev at lists.llvm.org>; Kruse, Michael <
> michael.kruse at anl.gov>
> *Subject:* Re: [llvm-dev] Restrict qualifier on class members
>
>
>
> Hi Jeroen,
>
>
>
> That's great! I was trying to use the patch, what's the...
2020 Jun 22
2
Restrict qualifier on class members
...est version of
the project we could apply it on?
Hi Neil,
That seems like what I can do as well! Do you happen to have some examples
lying around? Maybe a pointer to the planned presentation, if that's okay?
Thank you,
Bandhav
On Mon, Jun 22, 2020 at 1:55 AM Neil Henning <neil.henning at unity3d.com>
wrote:
> I was originally going to cover this in my now defunct EuroLLVM talk
> but... we had this exact same problem on Unity's HPC# Burst compiler - how
> to track no-aliasing on structs. We were constrained in that we had to make
> it work with LLVM versions all the way...
2020 Apr 12
2
Optimization generate super long function definition
Hi all,
sorry to have sent the same question around. I am quite desperately looking for a solution to this problem and I figured the mailing list is the best bet.
In my code, I generate the following function:
define i32 @gl.qi([500 x i32] %x, i32 %i) {
entry:
%x. = alloca [500 x i32]
%i. = alloca i32
%0 = alloca [500 x i32]
store [500 x i32] %x, [500 x i32]* %x.
store i32 %i, i32*
2013 Oct 03
1
decoding vorbis bytes into floats
I would like to program a basic OGG decoder that takes in an array of
bytes (unsigned char *) and return an array of floats. Presumably I
could then pass these floats to be read as PCM data which can be
immediately interpreted as audio (by Unity3D). The starting point would
be the header of an icecast stream (I know I'm not in the icecast
mailing-list, but that is only the basic starting point). From then on,
I would be dumping raw ogg bytes into this function and returning
floats. I am working in the games industry using C++ and C#...
2019 Nov 15
2
TBAA question
What are you querying the alias analysis on in the above example - between
the load and store?
How are you creating your MemoryLocation for those too?
On Fri, Nov 15, 2019 at 6:03 AM Venkataramanan Kumar via llvm-dev <
llvm-dev at lists.llvm.org> wrote:
> Can someone please clarify me on this?
>
>
>
> On Wed, 13 Nov 2019 at 22:25, Venkataramanan Kumar <
>
2015 Jan 23
0
Wine release 1.7.35
...TV, Anime Studio Pro 10.x)
23208 MS Money 2000: shows wrong/huge total amounts in accounts section of main page
24861 Evil Genius (GOG version): Crashes randomly on autosave
24967 Oxygen AVCHD player crashes when failling opening a .mov & .mts source
26202 SoulSeek crashes
26272 Unity3D 3.x/4.x - Can't create a project
27814 Die by the Sword: menus don't drawn unless mouse is moving
28951 Nitro PDF Reader crashes in Preferences->Commenting menu
30017 iWin Games Manager can't display html pages (without native ie)
30520 Zona crash when play video files wi...
2020 Apr 14
4
7-8% compile time slowdowns in LLVM 10
Hey list,
TL;DR - LLVM 10 is around 7-8% slower than LLVM 9 when compiling the same
inputs.
So here at Unity our Burst HPC# compiler uses LLVM to provide our users
with some very optimal codegen. LLVM is used in two ways:
1. In the Unity editor we JIT compile user code.
2. We also have an AOT mode for when our users are building a full game.
Particularly for 1., compile time really matters for
2020 Jan 22
2
Inlining + CSE + restrict pointers == funtimes
At a high level, EarlyCSE should be intersecting the metadata of instructions that it combines. If it doesn't, and also doesn't drop the metadata, that seems like a bug, regardless of anything else.
On 1/22/20 9:30 AM, Jeroen Dobbelaere wrote:
Hi Neil, Hall,
- as far as 'C' is concerned, this is input code is valid, as the pointers are not used to modify objects.
- as far as
2015 Jul 29
3
[LLVMdev] ARM unwinding bug
...on and when we might expect to see a fix?
>
> I think you're looking at it from the wrong angle...
>
> I seriously doubt that anyone besides your group will care much about
> CLR on Android.
Just off the top of my head, everyone using Xamarin and a significant fraction
of the Unity3D community will care about this. Plus a non-trivial percentage
of approximately 20 million existing .NET devs, the ones who would like to
produce mobile apps if the existing "solutions" weren't either horribly expensive
or barely workable and low-quality. I can definitely say this is...
2020 Jun 26
2
How do we disable the particular opt in llvm ?
Hi Everyone,
How do we particular disable optimization in llvm with -O2 enabled?
for example
"Interprocedural Sparse Conditional Constant Propagation"
Thank you
~Umesh
-------------- next part --------------
An HTML attachment was scrubbed...
URL: <http://lists.llvm.org/pipermail/llvm-dev/attachments/20200626/ce248611/attachment.html>
2020 May 21
0
Random decoder error/exception
...ead but i try anyways because
i've got a problem and i'm nearly desperate.
I'm writing a realtime voice chat application, with a centralized server
(dedicated) architecture, using C# (dedicated server is a .net core app
while for the client i'm using C# to script the game engine Unity3D).
For the encoding/decoding part i'm using NSpeex, the c# wrapper for
Unity of the Speex.dll library (https://github.com/aijingsun6/NSpeex)
Basically, it works like this:
- Client records from the microphone/soundcard PCM samples and put them
in chunks of X samples each.
- These chunks ar...
2011 Oct 25
2
Need help with modifying Wine memory allocation in NTDLL
Greetings!
We are building a project in which we need Wine to allocate its memory in a shared memory that would be accessible to our custom sub-processes.
We use Wine to run Unity3D. So far so good. Now, the idea is to run 3 independent sub-processes, each with its own graphical context (one per GPU on a 3 GPU machine), which would need to have access to client-side buffers (indices, normals, vertices, etc.). So, in order to do just that, when Unity demands to create such buf...
2007 Jan 23
0
Bitrate expectations for encoding or decoding
Hey Folks.
I'm currently working on implementing Theora Video playback for the
Unity engine (http://www.unity3d.com). So far everything works fine,
But I have a small question:
Is there a reliable way to predict what bitrate a stream will have
when encoding or decoding?
Of course, there's the target_bitrate parameter in the Theora Info
structure, but somehow, I always get quite different bitrate...
2015 Jul 29
0
[LLVMdev] ARM unwinding bug
...aligned to solving issues with the
unwinder on .NET.
You can't expect people to have the same environment as you have, or
even to share your enthusiasm with the things you're trying to build.
> Just off the top of my head, everyone using Xamarin and a significant fraction
> of the Unity3D community will care about this. Plus a non-trivial percentage
> of approximately 20 million existing .NET devs, the ones who would like to
> produce mobile apps if the existing "solutions" weren't either horribly expensive
> or barely workable and low-quality. I can definit...
2020 Feb 12
6
[RFC] Optional parameter tuples
Hi,
this is an RFC for optional, named parameter tuples for intrinsics. The proposed syntax is:
%z = call @llvm.some.intrinsic(%a, %b) optional_tuple(%x, %y, %z)
where from the perspective of the call site %x, %y and %z are simply additional parameters.
Optional parameter tuples would be very useful for constrained fp intrinsics and vector predication. Some examples:
; Default fpenv fadd