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  • *drawlogic » ppapi - web, mobile, game + interactive development » ppapi » ppapi
    where Chrome exports need to be NaCL for a while if the WebGL support isn t ready for primetime by then but from what it looks it may be there although full support can take some time The plugin pocalypse is here but there is a path forward granted game portals and other sites that host current Unity player content may have alot of work to do this year This change couldn t come soon enough as we had to start thinking about other options for web content Unity successfully hurdled this one There are tons of other great things in Unity 5 currently up for pre order and will be out later this year but WebGL and plugin less exporting is the driver on this version and we are bought in for the next round Unity 5 0 Announced Features The aforementioned Early Access to WebGL support meaning no plugins required in compatible browsers 64 bit CPU support Real Time Global Illumination the over simplified version the lighting system used by games like Battlefield 4 and Eve Online a system called Enlighten for their more advanced lighting tricks is now built into Unity Light baking previews Light mapping can take a while because every little tweak required a complete rebake Light maps can now be previewed in real time Unity Cloud Remember the built in ad solution that Unity announced around the middle of last year That ll launch with Unity 5 New audio system Both more efficient and more powerful Unity 5 0 has a proper audio mixing board to help developers tweak the way things sound in different in game environments Nvidia PhysX 3 3 While Unity has used Nvidia s physics engine for years the version built into Unity 4 0 has been outdated for a while now 5 0 taps PhysX 3 3 which is up to 2x as fast Unity 5 will probably be available later in the year and may launch around Q3 Q4 can t wait to play with the WebGL exporter Here s hoping it is solid by the end of the year Tags asm js chrome GAMEDEV html5 npapi plugin ppapi unity unity3d webgl Posted in 3D ENGINES unity3d Comments Off Recent Posts Unity 5 WebGL and the Plugin pocalypse Lime OpenFL Haxe Cross Platform Development Breakouts Comparison of JavaScript Game Engines via Breakout Snap svg SVG Vector Javascript Library Unity 4 2 Includes New Platforms Features Windows Phone New Micro Game Consoles TV Apps Games Controlled with Phones Tablets and Handhelds Unity 4 1 Apple TV AirPlay and the New Consoles Unity 4 Live Unity 4 Public Beta Cocos2d x C Port of Cocos2d for iOS Android Desktop Unity 3 5 Available Awesome Flash Export NaCL Export Needed Pipeline Improvements Unity 3 5 Preview Available Includes Unity to Flash Stage3D Export HTML5 Market Ready A Gift to html5 Web Developers and Web Users from Microsoft Silent Automatic IE Updates Onward Unreal Engine 3 Exporting to Flash 11 Stage3D Unity

    Original URL path: http://drawlogic.com/tag/ppapi/ (2016-02-09)
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  • *drawlogic » unity - web, mobile, game + interactive development » unity » unity
    all challenging both traditional console markets and traditional handheld markets and their pricing Get started in Unity 4 1 with some help from AngryAnt AngryAnt s DeviceDisplay sample on porting screen out to AirPlay in unity gist Unity also updated the Memory Profiler which is excellent the profiling tools are getting better and in combination with XCode Profiling embedded is getting easier to iterate on Developers more than ever need to make multiplatform games and support iOS Android possibly Windows Phone new console markets and the web html5 webgl unity flash and desktop Win Mac that exist and are still quite large Lots of opportunity ahead in disruption Unity is in the apex Tags AirPlay apple Apple TV consoles ouya sdk tv unity unity3d Posted in 3D ENGINES TECHNOLOGY Comments Off Unity 4 Live Wednesday November 14th 2012 Unity 4 is live very fast after public beta Flash export Linux export DirectX 11 animation system and loads of cleanup needed are included Lots of great things in there but a huge one is namespaces in MonoBehaviours Scripting MonoBehaviours can now be inside namespaces Previous to 4 you could have namespaces in dlls libs you created with the overhead of managing separate dll builds for each platform define but within the unity project this was not possible Finally classes with the same name can be in the same project under different namespaces Yes their can now be two GameController or UIButton classes if they are in multi game loader and you don t have to rename them GameShooterController and UIShooterButton just put them in a namespace welcome to the future of the past I prototype lots of games and have a prototype project with helpers that I test many prototypes in I hate having to name them so specific or devise hierarchies and base classes that facilitate that during prototyping or make a new project for similar naming just want to see the gameplay and iterate fast This actually helps that big time With the asset store and many products using the same class names this is a welcome big change that is lost in all the other new features Another great feature is supporting Android extra OBB apk files for storage on larger games This can also be used in Unity 3 5 via an asset store plugin from Unity Android Support for APK Expansion Files OBBs effectively enabling applications larger than 50Mb in the Google Play Store I don t see Shuriken full particle system scaling in editor or runtime yet Shuriken particle system added in 3 5 is much nicer but scaling the systems is more difficult not all properties were exposed to do that easily outside of the editor like scaling at runtime There is a Particle Scaler asset on the store that scales all the internals nicely but having this as a feature is needed yesterday One project I worked on with loaded asset bundles at different scales had this problem and caused lots of rework scaling up the systems to work at the correct scale in the base app using the bundles Unity is a great system and there are lots of great changes in Unity 4 cleanup being some of the best of them It has flaws but it makes up for it in intense help on shipping and getting to all platforms It is a mammoth task to democratize game development and support so many platforms and developer types Pick it up I have to figure out the best time to upgrade and move all current projects to it I guess the holiday tasks are identified Unity 4 Released Unity 4 What s New Tags release unity unity 3d unity 4 Posted in 3D ENGINES TECHNOLOGY Comments Off Unity 4 Public Beta Thursday November 1st 2012 Pick up the public beta of Unity 4 Looking forward to trying the Mecanim animation system Mecanim combined with NavMeshAgents could be fun Once imported as muscle clips animations can be used with all humanoid characters with no additional conversions needed Use the same animations on different proportion characters with no overhead or need for storing multiple versions of the clip Map the bones of your model to human muscles with a single click or fine tune the setup for full control Slice up your authored or motion captured animations directly inside Unity with the industry s best tool for the job Preview the animation as your drag the ranges of a clip Indicators for pose looping quality and motion looping quality lets you easily pick the range with optimal looping Differences between start and end pose is smoothed out by the importer to ensure perfect looping Real time shadows on mobile to see if magic carpets are no longer needed in some cases Then again we are still on mobile with a tight rendering budget on low end Unity 4 includes one of your most requested features dynamic shadows on mobile devices Add more realism to your mobile games with Unity 4 by casting hard dynamic shadows from directional lights One nice welcome is a licensing system it is a pain when getting a new computer and it looks like Unity is going more self managed for this which is great License New activation system was developed Ability to un license a machine yourself Continuous license and content updates Unity Account login for certain license types Also of course looking forward to the final Flash and Linux exporters And any improvement to large lightmapped scenes is good Tags mecanim real time shadows unity unity 4 Posted in TECHNOLOGY Comments Off Cocos2d x C Port of Cocos2d for iOS Android Desktop Thursday May 17th 2012 cocos2d x is the natural evolution of the cocos2d iphone engine to C and it is stable and producing multiplatform games cocos2d iphone is a great Objective C game engine and the first really that began as a python engine called cocos2d and was ported to Objective C iOS early on in the iPhone SDK days Arguably Unity and cocos2d are the two biggest indie engines on the App store Cocos2D is a very simple engine and coming from Flash development many of the concepts are similar i e Sprite Actions easing Layers Scenes although slightly different etc But getting your Objective C game to Android and other platforms is not a fun task There are other options like andengine for android from cocos2d port but each port only gets you so far as you still have two codebases for one game on iOS and Android Unity obviously can open up platforms for you but cocos2D x can also do that for 2D games across iOS Android Blackberry Playbook Windows Linux and more This is possible because like oolong engine and other custom multiplatform engines for mobile the core is in C with presentation view wrappers stubs in Objective C C for iOS Java C NDK for Android etc The list of games shows that it is stable and a well treaded engine including games like Hero Academy from Robot Entertainment cocos2D x even has a port of cocos to C XNA for Windows Phone development using all the classes you know and love from cocos2d That is actually pretty sweet to have similar logic to reach Windows Phone Unity and others bypass because there is no native access by developers sadly still must use XNA strange considering Unity pushes C development quite heavily but I digress drawlogic originally mentioned cocos2d x over a year ago in a post about cocos2d javascript just in an other ports category but it has really come along and is quite stable as the game lists are showing Take it for a spin if you need a cross platform 2D game If I need to work on cocos2D games I would definitely go with the C Objective C engine since it is now stable and gets you many platforms I also still like developing in C which is very common in games for performance and multiplatform performance especially cocos2d x downloads cocos2d xna downloads cocos2d iphone the original cocos2d from sweet python list of cocos2d x games list of cocos2d iphone games Other mentions Unity andengine cocos2d based android 2d engine oolongengine C ios engine Tags android cocos2d cocos2d iphone cocos2d javascript cocos2d x GAMEDEV ios oolongengine unity xna Posted in 3d 3D ENGINES ARCHITECT GAMEDEV TECHNOLOGY 5 Comments Unity 3 5 Available Awesome Flash Export NaCL Export Needed Pipeline Improvements Wednesday February 29th 2012 Unity 3 5 was released and is a game changer even for Unity download it now There are so many great new features that have already made development faster and cool features to help bring your games to Flash from Unity Workflow Improvements Since I have been using Unity fulltime pretty much on games like SupaSupaCross for SupaSupa Games pick up a copy at Apple Amazon or Google for your devices and Kimi Raikkonnen IceOne Racing for 24mas while at Impossible Interactive from my drawlabs game studio Unity has addressed some major trouble points when doing a full scale multiplatform rollout to mobile iOS Android web and desktop Switching Platforms One major problem was switching platforms and rebuilding the asset cache Unity now has an Asset Cache server that will minimize library reimports so that it will be easy to switch platforms in minutes I can attest that our projects towards the end were really painful switching platforms no kidding 45 minutes Having that removed is oh so nice when you have 5 projects that run on all platforms The horror of accidentally selecting the wrong platform while you have to wait 45 minutes for it to convert one direction and then back is over We actually ended having to have the projects on different machines and making two projects hooked to source control that were set to iOS and one to Android to help minimize this Occlusion Culling Lightmapping Unity updated and replaced the occlusion culling system for speed and better occlusion generation taking the time down orders of magnitude This version also is more precise and you can take the time to do detailed occlusion during development more often Lightmapping probes is also a very nice technique to integrate to get what looks like dynamic lights without having dynamic lights and the cost associated Source Control for Everyone A big problem with the pipeline before was having artists work for a day or two and need Unity but they only had the indie version and thus could not participate in our Mercurial and git repositories Now even the indie version has source control support still with meta files though which is a necessary evil for now still going to have straggling metas when developers artists remove add one they didn t edit Text Based Serialization of Scenes and Prefabs This one is epic I loathe binary formats of old which turn files into blackboxes of repository filling chunks now you can choose to serialize your scenes and prefabs in text which they have chosen very wisely as YAML Perfect use case for YAML and now we can have 2 people work on the same scene and not end up hating one another when the other has to overwrite all changes since they used to be all binary The removal of binary files in game development is very needed and one of the most difficult things to shake with all game engines I deal with Binary files for development are bad YAML JSON even XML is a better way so you can see what changed on each update not just replace the file At this point I love Unity for making my day faster That isn t even the really cool stuff like Native Client Support and Flash Player Exporting Native Client Support I feel this could be big if NaCL is adopted widely this also helps with the Chrome Web store and again taking your game to places that individual development of the engine to do so would be non economical Unity knows when to even overlook their own WebPlayer in favor of other players such as Flash and NaCL from Google Flash Player Export note Still preview and will require extra license when final The big daddy setup to scrape up all the Flash developers You can now develop Flash games inUnity using a better programming platform that Adobe was just too protective of Flash old guard to pursue 4 years ago at least they are now Flash 11 to Stage3D exporting to lower level Flash was a very smart move for Adobe at this point to keep evolving Flash However with them dropping mobile player Flash s future is still a little shaky as it loses developer mind share typically that is fatal One way to keep great game and interactive developers is what they are doing with Stage3D and Flash 11 Unity is very smart to jump in here and it is a great opportunity for both Adobe and Unity 2 big pieces missing from the Flash version are terrain export and use of non Flash classes like WWW class Unfortunately since this is the only supported Unity WWW class that works across all platforms well this may require some if defs to route around web service calls and rewriting web and or networking classes in AS3 Since this is the first version and has such great potential for overtaking Flash gaming on the web with more native and lower level hardware access watch this space to grow and be a game changer Flash features that are in and out of the current iteration Supported Lightmapping Occlusion culling Basic scripting Editor scripting JavaScript C Boo Note for JavaScript use pragma strict Custom shaders Animation skinning Basic audio features such as AudioSource AudioListener Physics Navigation meshes Baked substance textures PlayerPrefs UnityGUI except for text input Realtime shadows Limited support features with potential issues Image Effects Some work some don t Not all parts of NET scripting work lambda expressions and LINQ aren t supported for example GUIText will have a dramatic impact on performance The new Particle System Shuriken works but scripts that use the Shuriken API will fail to convert to flash Not supported Unity profiler Asset bundles Text input in UnityGUI WWW classes Note that you can write your own ActionScript that uses Adobe networking APIs Raknet networking if you need networking you can write it in Action Script 3 directly using flash API Terrain Cloth Using VertexLit shaders in combination with Specular highlights Spot lights Emissive material color Advanced audio features such as audio effects Also pitch manipulation is not supported Deferred rendering AnimationEvents that carry arguments More on Unity 3 5 What s New in Unity 3 5 Download Unity 3 5 Flash Player Export FAQ Tags 3 5 FLASH NaCL release stage3d unity Posted in 3D ENGINES TECHNOLOGY 2 Comments Unity 3 5 Preview Available Includes Unity to Flash Stage3D Export Thursday December 22nd 2011 Unity is fast Unity 3 5 preview is available with exporting to Flash 3D Stage3D available to test Unity has been very quick to add this to their editor and platform I wasn t sure how much Flash 3D would get traction if not for UDK and Unity support as they also work so well on mobile devices As everyone knows there is an immense mobile disruption and Adobe recently pulled mobile Flash player support It is possible this will be resurrected as just the Flash Player when if mobile ever really supports plugins in browsers well current hardware and technology may be too early the plugin may have also gone the way of the app on mobile There is always a need for advancement to standards though html5 is largely influenced by Flash and others I think there will always be a need for technologies that are innovating ahead of standards which leads to better standards later Plugins are yet to exist on mobile in a useful way in favor of native apps due to mobile device hardware limitations in the current generation There will probably always be a need of some plugins for web games and interactives And here Unity and Flash have been strong in that area coming together to tackle 3D and hardware rendering is a great match Unity exporting to Flash Stage3D will provide a spark for the Flash Player 11 over WebGL as there is still some benefits to a proprietary solution to plugins currently Internet Explorer is still holding out on WebGL and Flash 11 will be able to enter the IE moat This export option allows another way to get your game on the web in a browser in addition to the Unity Player when exporting from the Unity tools Game companies like Zynga Playfish EA etc will probably be more apt to use the Flash 3D exported version rather than Unity Player only due to market saturation penetration I hope Unity Player support continues or possibly Unity gets bought by Flash and Unity becomes Flash The integration could be good but also bad for Unity if they don t keep their player going so they don t have to wait for the Flash Player standard from Adobe There is an immense market waiting for hardware accelerated games in the browser even for 2D games from core to social games all of them need to move lots of sprites logic and game renders around that require performance Unity to Flash 3D has a slight edge over WebGL in that is is a single player and compiled assets and supported by the best 3D 2D game interactive editor out there in terms of production pipeline Flash Player is still compiled and a bit faster than WebGL scripted but there is still limitations on what you can do without a compiled app to run interpreted code still adds heavy weight and delays to the 33ms needed on each frame for 30fps

    Original URL path: http://drawlogic.com/tag/unity/ (2016-02-09)
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  • *drawlogic » unity3d - web, mobile, game + interactive development » unity3d » unity3d
    even still then Though this is looking really clean for C game engine code at least in comparison to current industry leaders for indie engines It would be a beautiful C library to use even if Apple doesn t require it Compared to the other indie game engines out this would be a sweet C engine for indies and hope they do this no matter C can be written cleanly and with influence from a simplified C Javascript engine and clean API it makes for a killer C engine that makes sense Right now native is really attrctive on embedded for some years to come A very basic comparison from their blog Javascript Sample function Update Spin the object around the world origin transform RotateAround Vector3 zero Vector3 up 20 Time deltaTime C Sample using System Collections using UnityEngine public class Example MonoBehaviour void Update Spin the object around the world origin transform RotateAround Vector3 zero Vector3 up 20 Time deltaTime C Sample include UnityEngine h class Example public MonoBehaviour public void Update transform RotateAround Vector zero Vector3 up 20 Time GetDeltaTime Things I am wondering Will this help porting to Android versions if they use the NDK How much smaller will my app be if I use the C version attractive feature since the mono dlls are pretty big even though I really dig mono Wouldn t a C version be a better base with pluggable scripting in C if you want Maybe an option for Lua with a similar API signature for all Ok maybe over engineering there Tags 3d C ios ios4 JAVASCRIPT mono unity unity3d Posted in 3d 3D ENGINES ENGINE TECHNOLOGY unity3d 1 Comment iTween Tweening and Easing Animation Library for Unity 3D Sunday April 11th 2010 iTween is a tweening kit for Unity that is in the same style as TweenLite Tweener and others in the tween format that is common for flash tween libraries in Actionscript 3 This library is available in javascript and C for Unity 3d Projects and is quite fast and solid iTween is a simple one file drop in for some great scripted animation and easing that is very reminiscent of Flash using Penner equations and common libraries so it is easy to get started It works for web player desktop and iPhone Unity however long that lasts Some sample code looks like this private GameObject go private GameObject cam void Awake go gameObject cam Camera main gameObject private void Start iTween rotateFrom go 1 5f 0 null 90 null iTween EasingType easeInExpo iTween moveFrom go 1 5f 0 null 3 5f null iTween EasingType easeInExpo iTween colorTo go 3f 1 5f 3 5f 1 2f iTween shake cam 8f 1 5f null 3f null iTween scaleTo go 2 2 3f null 2 null iTween rotateBy go null 4 3f 5f null null iTween moveTo go null 4 6f null 1 2f null iTween moveTo go null 5 8f null 0 null iTween EasingType easeInExpo iTween shake cam 8f 6 8f null 3f null iTween colorTo go 5f 7 6f 165f 498f 729f iTween scaleTo go null 7 6f null 1 null Download Javascript iTween by Bob Berkebile pixelplacement com Download C iTween by Patrick Corkum insquare com Tags 3d ANIMATION easing itween tweener tweenlite unity unity3d Posted in C JAVASCRIPT PROGRAMMING TECHNOLOGY 11 Comments Pre GDC Unity Announces 3 0 Platform Support For PS3 iPad And Android Tuesday March 9th 2010 Unity is showing no signs of slowing dow n in making a consolidated easy pipeline for game developers and creators to bring their wares to the masses on the top platforms Already Unity 3D is the best 3d web browser plugin at the current time with export paths to web desktop mac and PC iPhone touch and Wii But now we will see support for PS3 iPad obvious as it is a iPhone touch and Android most likely with the help of the C NDK rather than the Java SDK XBOX 360 support was announced last year This is pretty huge even for such a small and innovative company I guess it means it will be time to buy an upgrade soon Unity so far has been giving feature after feature for free for current license holders this one seems big enough to justify a major version increase Gamasutra comments on other great features This third iteration will also incorporate Umbra Software s occlusion culling produc t which is designed help performance for games with large open scenes and complex geometry The platform s top end version Unity Pro will include both Umbra and Beast at no additional cost Unity Technologies updated its Unity iPhone for version 3 0 to include streaming audio support for smaller build size Bluetooth multiplayer support faster in game GUIs and a 2D sprite engine Furthermore the company s iPhone product will offer performance improvements that promise to provide faster frame rates The company says that with its new platform support for PlayStation 3 iPad and Android it offers developers an opportunity to target a larger install base than any other game engine Unity s game engine currently can produce games for Windows Mac iPhone and Wii with support for Xbox 360 announced last October Tags 3d android ENGINE ipad ps3 unity unity3d Posted in 3d 3D ENGINES 8 Comments Unity for Web Interactives Kicked Up A Notch By Carlos Ulloa HelloEnjoy Wednesday December 2nd 2009 If the question is if Unity can do interactives as smooth and stylish as Flash I think you may soon find out Carlos Ulloa of Papervision 3D fame has kicked it up a notch in Unity 3D with this interactive very reminiscent of the Ford Focus demo that helped bring in Papervision 3D for flash in style Gotta say though a mini is much better than a Ford Focus Flash is still the leader in web interactives and even marketing interactive 3d Unity largely replaced Director and tools like it and high end hardware rendered required

    Original URL path: http://drawlogic.com/tag/unity3d/ (2016-02-09)
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  • *drawlogic » webgl - web, mobile, game + interactive development » webgl » webgl
    have noticed that it s really fast This is the world s first third generation JavaScript engine using Baseline JIT technology similar to engines found in other browsers and kicked up a level with the Tracing engine found in Firefox 3 6 As such we re competitive on benchmarks such as Sunspider and V8 but we re also fast at a whole mess of things that we expect to see in the set of next generation web applications hence Kraken WebConsole looks like they are joining Chrome and Safari with built in inspection tools similar to Firebug however Firebug still available Firefox 4 will include the Web Console This is a new tool that will let you inspect a web page as it s running see network activity see messages logged with console log see warnings for a page s CSS and a number of other things Note this that is something that we ll be including with Firefox 4 directly It s not an add on Also Firebug will be ready for the final Firefox 4 release Firefox 4 has other improvements like layering in memory retained layers caching scheduling improvements and lots of other performance enhancements 2011 is looking like the year all this is coming together at least for Chrome Firefox possibly Safari need WebGL in main release and IE is still the biggest problem to getting WebGL At this point WebGL looks like it is still over a year out as it may not come to IE until IE10 or possibly never the WebGL 1 0 spec is on the fast track though don t we all love Khronos They have been amazing with OpenGL since they took over html5 is looking like it will be close to mainstream by the end of this year depending on the install rate of IE9 when released The world is waiting to see if Microsoft implements WebGL or tries the old DirectX D2D only ways Nevertheless getting a push for hardware acceleration and fast renders in 2d 3d is a very sweet direction Tags browsers canvas chrome firefox html5 ie PERFORMANCE RENDERING Safari webgl Posted in STANDARDS TECHNOLOGY Comments Off EaselJS html5 Flash like Javascript Library by Grant Skinner Friday December 17th 2010 EaselJS is a new library from Grant Skinner that somewhat mimics the Flash display list display object heirarchy It is the result of the game Pirates Love Daisies which demonstrates some great gameplay in html5 The API is loosely based on Flash s display list and should be easy to pick up for both JS and AS3 developers In our preliminary testing Easel appears to be fully compatible with iOS Android and all major browsers that support the canvas element Lots of great javascript libraries have been made public including such contributions as this Three js 3d canvas svg webgl Lettering js typography audio js audio and many many others a complete pipeline is emerging EaselJS adds to that a helpful flash like api for html5 canvas javascript The API contains these familiar classes for Flash AS3 developers DisplayObject Abstract base class for all display elements in Easel Exposes all of the display properties ex x y rotation scaleX scaleY alpha shadow etc that are common to all display objects Stage The root level display container for display elements Each time tick is called on Stage it will update and render the display list to its associated canvas Container A nestable display container which lets you aggregate display objects and manipulate them as a group Bitmap Draws an image video or canvas to the canvas according to its display properties BitmapSequence Displays animated or dynamic sprite sheets images with multiple frames on a grid and provides APIs for managing playback and sequencing Shape Renders vector drawing instructions within the context of the display list EaselJS Grant Skinner Post on EaselJS EaselJS Examples game sparkles rollover drag drop localToGlobal globalToLocal sprite sheets Tags canvas easeljs frameworks html5 JAVASCRIPT libraries svg webgl Posted in Uncategorized Comments Off WebGL Will Be Part of Chrome 9 Regular Releases Thursday December 16th 2010 Good news for the beginning of hardware accelerating the web WebGL will now be part of the main Chrome releases not just a compile option for Chromium nightlies Google Chrome 9 enables WebGL support by default WebGL is a new web technology that brings hardware accelerated 3D graphics to the browser without installing additional software and it can be used to create cool applications like Google Body Browser Field Aquarium and more The update for Chrome 9 also sandboxes Flash WebGL and plugins like extensions and tabs so that using them will be more secure and not crash the browser or the tab Hopefully Safari has this soon and then a few years from now IE may get it Or they will put out their own DirectX web plugin so everyone has to write it twice like currently in game development sarcasm Tags acceleration browsers GAMEDEV hardware web webdev webgl Posted in TECHNOLOGY 1 Comment Google Talking To Game Devs About Creating Facebook Competitor and Interesting Comment by Mark DeLoura from Google Thursday July 29th 2010 On the web based gaming front Google looks to be making a gaming site to compete with Facebook only kicking the gaming up a notch By the comment from Mark DeLoura head of developer advocate for Google gaming it appears they he also favor going 3d or native client with WebGL or Unity wrapped in the native client Check the comment by Mark DeLoura on the gamasutra post regarding the rumored Google Me Facebook like gaming social site I think Flash will continue to be a very viable platform The Flash toolset is pretty frickin amazing and there are a ton of happy Flash developers out there and great games galore I would like to see higher fidelity 3D content on the web though It s been a dream of many people going back to VRML days WebGL and Native Client are

    Original URL path: http://drawlogic.com/tag/webgl/ (2016-02-09)
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  • *drawlogic » 3D ENGINES - web, mobile, game + interactive development » 3D ENGINES » 3D ENGINES
    reality Lots of fun ideas for multiplayer switching airplay streams for spectating and more Yes tablets and pads might be more expensive but the game markets are entirely different and tablets phones pods etc are all challenging both traditional console markets and traditional handheld markets and their pricing Get started in Unity 4 1 with some help from AngryAnt AngryAnt s DeviceDisplay sample on porting screen out to AirPlay in unity gist Unity also updated the Memory Profiler which is excellent the profiling tools are getting better and in combination with XCode Profiling embedded is getting easier to iterate on Developers more than ever need to make multiplatform games and support iOS Android possibly Windows Phone new console markets and the web html5 webgl unity flash and desktop Win Mac that exist and are still quite large Lots of opportunity ahead in disruption Unity is in the apex Tags AirPlay apple Apple TV consoles ouya sdk tv unity unity3d Posted in 3D ENGINES TECHNOLOGY Comments Off Unity 4 Live Wednesday November 14th 2012 Unity 4 is live very fast after public beta Flash export Linux export DirectX 11 animation system and loads of cleanup needed are included Lots of great things in there but a huge one is namespaces in MonoBehaviours Scripting MonoBehaviours can now be inside namespaces Previous to 4 you could have namespaces in dlls libs you created with the overhead of managing separate dll builds for each platform define but within the unity project this was not possible Finally classes with the same name can be in the same project under different namespaces Yes their can now be two GameController or UIButton classes if they are in multi game loader and you don t have to rename them GameShooterController and UIShooterButton just put them in a namespace welcome to the future of the past I prototype lots of games and have a prototype project with helpers that I test many prototypes in I hate having to name them so specific or devise hierarchies and base classes that facilitate that during prototyping or make a new project for similar naming just want to see the gameplay and iterate fast This actually helps that big time With the asset store and many products using the same class names this is a welcome big change that is lost in all the other new features Another great feature is supporting Android extra OBB apk files for storage on larger games This can also be used in Unity 3 5 via an asset store plugin from Unity Android Support for APK Expansion Files OBBs effectively enabling applications larger than 50Mb in the Google Play Store I don t see Shuriken full particle system scaling in editor or runtime yet Shuriken particle system added in 3 5 is much nicer but scaling the systems is more difficult not all properties were exposed to do that easily outside of the editor like scaling at runtime There is a Particle Scaler asset on the store that scales all the internals nicely but having this as a feature is needed yesterday One project I worked on with loaded asset bundles at different scales had this problem and caused lots of rework scaling up the systems to work at the correct scale in the base app using the bundles Unity is a great system and there are lots of great changes in Unity 4 cleanup being some of the best of them It has flaws but it makes up for it in intense help on shipping and getting to all platforms It is a mammoth task to democratize game development and support so many platforms and developer types Pick it up I have to figure out the best time to upgrade and move all current projects to it I guess the holiday tasks are identified Unity 4 Released Unity 4 What s New Tags release unity unity 3d unity 4 Posted in 3D ENGINES TECHNOLOGY Comments Off Cocos2d x C Port of Cocos2d for iOS Android Desktop Thursday May 17th 2012 cocos2d x is the natural evolution of the cocos2d iphone engine to C and it is stable and producing multiplatform games cocos2d iphone is a great Objective C game engine and the first really that began as a python engine called cocos2d and was ported to Objective C iOS early on in the iPhone SDK days Arguably Unity and cocos2d are the two biggest indie engines on the App store Cocos2D is a very simple engine and coming from Flash development many of the concepts are similar i e Sprite Actions easing Layers Scenes although slightly different etc But getting your Objective C game to Android and other platforms is not a fun task There are other options like andengine for android from cocos2d port but each port only gets you so far as you still have two codebases for one game on iOS and Android Unity obviously can open up platforms for you but cocos2D x can also do that for 2D games across iOS Android Blackberry Playbook Windows Linux and more This is possible because like oolong engine and other custom multiplatform engines for mobile the core is in C with presentation view wrappers stubs in Objective C C for iOS Java C NDK for Android etc The list of games shows that it is stable and a well treaded engine including games like Hero Academy from Robot Entertainment cocos2D x even has a port of cocos to C XNA for Windows Phone development using all the classes you know and love from cocos2d That is actually pretty sweet to have similar logic to reach Windows Phone Unity and others bypass because there is no native access by developers sadly still must use XNA strange considering Unity pushes C development quite heavily but I digress drawlogic originally mentioned cocos2d x over a year ago in a post about cocos2d javascript just in an other ports category but it has really come along and is quite stable as the game lists are showing Take it for a spin if you need a cross platform 2D game If I need to work on cocos2D games I would definitely go with the C Objective C engine since it is now stable and gets you many platforms I also still like developing in C which is very common in games for performance and multiplatform performance especially cocos2d x downloads cocos2d xna downloads cocos2d iphone the original cocos2d from sweet python list of cocos2d x games list of cocos2d iphone games Other mentions Unity andengine cocos2d based android 2d engine oolongengine C ios engine Tags android cocos2d cocos2d iphone cocos2d javascript cocos2d x GAMEDEV ios oolongengine unity xna Posted in 3d 3D ENGINES ARCHITECT GAMEDEV TECHNOLOGY 5 Comments Unity 3 5 Available Awesome Flash Export NaCL Export Needed Pipeline Improvements Wednesday February 29th 2012 Unity 3 5 was released and is a game changer even for Unity download it now There are so many great new features that have already made development faster and cool features to help bring your games to Flash from Unity Workflow Improvements Since I have been using Unity fulltime pretty much on games like SupaSupaCross for SupaSupa Games pick up a copy at Apple Amazon or Google for your devices and Kimi Raikkonnen IceOne Racing for 24mas while at Impossible Interactive from my drawlabs game studio Unity has addressed some major trouble points when doing a full scale multiplatform rollout to mobile iOS Android web and desktop Switching Platforms One major problem was switching platforms and rebuilding the asset cache Unity now has an Asset Cache server that will minimize library reimports so that it will be easy to switch platforms in minutes I can attest that our projects towards the end were really painful switching platforms no kidding 45 minutes Having that removed is oh so nice when you have 5 projects that run on all platforms The horror of accidentally selecting the wrong platform while you have to wait 45 minutes for it to convert one direction and then back is over We actually ended having to have the projects on different machines and making two projects hooked to source control that were set to iOS and one to Android to help minimize this Occlusion Culling Lightmapping Unity updated and replaced the occlusion culling system for speed and better occlusion generation taking the time down orders of magnitude This version also is more precise and you can take the time to do detailed occlusion during development more often Lightmapping probes is also a very nice technique to integrate to get what looks like dynamic lights without having dynamic lights and the cost associated Source Control for Everyone A big problem with the pipeline before was having artists work for a day or two and need Unity but they only had the indie version and thus could not participate in our Mercurial and git repositories Now even the indie version has source control support still with meta files though which is a necessary evil for now still going to have straggling metas when developers artists remove add one they didn t edit Text Based Serialization of Scenes and Prefabs This one is epic I loathe binary formats of old which turn files into blackboxes of repository filling chunks now you can choose to serialize your scenes and prefabs in text which they have chosen very wisely as YAML Perfect use case for YAML and now we can have 2 people work on the same scene and not end up hating one another when the other has to overwrite all changes since they used to be all binary The removal of binary files in game development is very needed and one of the most difficult things to shake with all game engines I deal with Binary files for development are bad YAML JSON even XML is a better way so you can see what changed on each update not just replace the file At this point I love Unity for making my day faster That isn t even the really cool stuff like Native Client Support and Flash Player Exporting Native Client Support I feel this could be big if NaCL is adopted widely this also helps with the Chrome Web store and again taking your game to places that individual development of the engine to do so would be non economical Unity knows when to even overlook their own WebPlayer in favor of other players such as Flash and NaCL from Google Flash Player Export note Still preview and will require extra license when final The big daddy setup to scrape up all the Flash developers You can now develop Flash games inUnity using a better programming platform that Adobe was just too protective of Flash old guard to pursue 4 years ago at least they are now Flash 11 to Stage3D exporting to lower level Flash was a very smart move for Adobe at this point to keep evolving Flash However with them dropping mobile player Flash s future is still a little shaky as it loses developer mind share typically that is fatal One way to keep great game and interactive developers is what they are doing with Stage3D and Flash 11 Unity is very smart to jump in here and it is a great opportunity for both Adobe and Unity 2 big pieces missing from the Flash version are terrain export and use of non Flash classes like WWW class Unfortunately since this is the only supported Unity WWW class that works across all platforms well this may require some if defs to route around web service calls and rewriting web and or networking classes in AS3 Since this is the first version and has such great potential for overtaking Flash gaming on the web with more native and lower level hardware access watch this space to grow and be a game changer Flash features that are in and out of the current iteration Supported Lightmapping Occlusion culling Basic scripting Editor scripting JavaScript C Boo Note for JavaScript use pragma strict Custom shaders Animation skinning Basic audio features such as AudioSource AudioListener Physics Navigation meshes Baked substance textures PlayerPrefs UnityGUI except for text input Realtime shadows Limited support features with potential issues Image Effects Some work some don t Not all parts of NET scripting work lambda expressions and LINQ aren t supported for example GUIText will have a dramatic impact on performance The new Particle System Shuriken works but scripts that use the Shuriken API will fail to convert to flash Not supported Unity profiler Asset bundles Text input in UnityGUI WWW classes Note that you can write your own ActionScript that uses Adobe networking APIs Raknet networking if you need networking you can write it in Action Script 3 directly using flash API Terrain Cloth Using VertexLit shaders in combination with Specular highlights Spot lights Emissive material color Advanced audio features such as audio effects Also pitch manipulation is not supported Deferred rendering AnimationEvents that carry arguments More on Unity 3 5 What s New in Unity 3 5 Download Unity 3 5 Flash Player Export FAQ Tags 3 5 FLASH NaCL release stage3d unity Posted in 3D ENGINES TECHNOLOGY 2 Comments Unity 3 5 Preview Available Includes Unity to Flash Stage3D Export Thursday December 22nd 2011 Unity is fast Unity 3 5 preview is available with exporting to Flash 3D Stage3D available to test Unity has been very quick to add this to their editor and platform I wasn t sure how much Flash 3D would get traction if not for UDK and Unity support as they also work so well on mobile devices As everyone knows there is an immense mobile disruption and Adobe recently pulled mobile Flash player support It is possible this will be resurrected as just the Flash Player when if mobile ever really supports plugins in browsers well current hardware and technology may be too early the plugin may have also gone the way of the app on mobile There is always a need for advancement to standards though html5 is largely influenced by Flash and others I think there will always be a need for technologies that are innovating ahead of standards which leads to better standards later Plugins are yet to exist on mobile in a useful way in favor of native apps due to mobile device hardware limitations in the current generation There will probably always be a need of some plugins for web games and interactives And here Unity and Flash have been strong in that area coming together to tackle 3D and hardware rendering is a great match Unity exporting to Flash Stage3D will provide a spark for the Flash Player 11 over WebGL as there is still some benefits to a proprietary solution to plugins currently Internet Explorer is still holding out on WebGL and Flash 11 will be able to enter the IE moat This export option allows another way to get your game on the web in a browser in addition to the Unity Player when exporting from the Unity tools Game companies like Zynga Playfish EA etc will probably be more apt to use the Flash 3D exported version rather than Unity Player only due to market saturation penetration I hope Unity Player support continues or possibly Unity gets bought by Flash and Unity becomes Flash The integration could be good but also bad for Unity if they don t keep their player going so they don t have to wait for the Flash Player standard from Adobe There is an immense market waiting for hardware accelerated games in the browser even for 2D games from core to social games all of them need to move lots of sprites logic and game renders around that require performance Unity to Flash 3D has a slight edge over WebGL in that is is a single player and compiled assets and supported by the best 3D 2D game interactive editor out there in terms of production pipeline Flash Player is still compiled and a bit faster than WebGL scripted but there is still limitations on what you can do without a compiled app to run interpreted code still adds heavy weight and delays to the 33ms needed on each frame for 30fps An example of performance using Box2D across native to scripted rendering Unity has given us all a present to play with for the holidays I am sure it will take some time to get right But having this tool to iterate on and seeing what Flash 11 Stage3D can do as an export target will be fun There is even a contest that you can enter over the holidays to win some prizes and the entries are judged by none other than UnitZeroOne aka Ralph Hauwert as well as Lucas Meijer and Unity s CEO David David Helgason Unity 3 5 Preview Overview of Unity 3 5 Preview Download Unity 3 5 Preview Cache Server NavMesh Demo Pro Features Demo Shuriken Examples Contest Tags 3 5 3d export FLASH flash 11 stage3d unity Posted in 3D ENGINES TECHNOLOGY 5 Comments Unreal Engine 3 Exporting to Flash 11 Stage3D Tuesday October 4th 2011 It just got unreal Unreal Engine 3 can export to Flash 11 with Stage3D as an export platform This is amazing news for game development and provides a strong competitor to Unity for high end gaming experiences that run in Flash The news was announced at MAX by Tim Sweeney On Tuesday during the Adobe Max conference in L A Epic CEO founder and technical director Tim Sweeney announced UE3 support for Adobe s Flash player Industry veteran Sweeney showed a live demonstration of UE3 running inside the recently released Adobe Flash 11 during his keynote at the conference using the PC Xbox 360 and PlayStation 3 game Unreal Tournament 3 as an example UE3 works well thanks to Flash 11 s

    Original URL path: http://drawlogic.com/category/3d-engines/ (2016-02-09)
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  • *drawlogic » unity3d - web, mobile, game + interactive development » unity3d » unity3d
    own or maybe even still then Though this is looking really clean for C game engine code at least in comparison to current industry leaders for indie engines It would be a beautiful C library to use even if Apple doesn t require it Compared to the other indie game engines out this would be a sweet C engine for indies and hope they do this no matter C can be written cleanly and with influence from a simplified C Javascript engine and clean API it makes for a killer C engine that makes sense Right now native is really attrctive on embedded for some years to come A very basic comparison from their blog Javascript Sample function Update Spin the object around the world origin transform RotateAround Vector3 zero Vector3 up 20 Time deltaTime C Sample using System Collections using UnityEngine public class Example MonoBehaviour void Update Spin the object around the world origin transform RotateAround Vector3 zero Vector3 up 20 Time deltaTime C Sample include UnityEngine h class Example public MonoBehaviour public void Update transform RotateAround Vector zero Vector3 up 20 Time GetDeltaTime Things I am wondering Will this help porting to Android versions if they use the NDK How much smaller will my app be if I use the C version attractive feature since the mono dlls are pretty big even though I really dig mono Wouldn t a C version be a better base with pluggable scripting in C if you want Maybe an option for Lua with a similar API signature for all Ok maybe over engineering there Tags 3d C ios ios4 JAVASCRIPT mono unity unity3d Posted in 3d 3D ENGINES ENGINE TECHNOLOGY unity3d 1 Comment Unity for Web Interactives Kicked Up A Notch By Carlos Ulloa HelloEnjoy Wednesday December 2nd 2009 If the question is if Unity can do interactives as smooth and stylish as Flash I think you may soon find out Carlos Ulloa of Papervision 3D fame has kicked it up a notch in Unity 3D with this interactive very reminiscent of the Ford Focus demo that helped bring in Papervision 3D for flash in style Gotta say though a mini is much better than a Ford Focus Flash is still the leader in web interactives and even marketing interactive 3d Unity largely replaced Director and tools like it and high end hardware rendered required interactives and games This interactive by HelloEnjoy has loads of polygons unity physics system lighting environment mapping showroom cameras reflection skid decals highly detailed mesh and more Just take a peek inside the vehicle and at the rims for the detail that is impossible with the 2000 poly limit of Flash 3D software rendered engines Web interactives this heavy aren t doable in a non hardware rendered player like Flash Unity is looking to pretty much own this level of quality in a browser I don t think I have seen another interactive looking this good with Unity 3D Unity still is lacking many features that Flash has in support of making interactives for the web such as webcam support mic support better video support better gui system html support although flash barely and a larger install base but Unity could easily take the high end advertising market in addition to owning highly immersive games that need hardware rendering which it is already doing for web gaming It is 2010 soon most computers have a decent video card Put them to use Blog Post on the project View the project Tags 3d carlos DESIGN helloenjoy interactives style ulloa unity unity3d Posted in 3d 3D ENGINES PERFORMANCE PROGRAMMING TECHNOLOGY unity3d 11 Comments First Unity Book Unity Game Development Essentials Wednesday December 2nd 2009 If you are looking to get into Unity 3d coding creating a book is a good place to start to get the full overview Recently the first Unity book has been released by Will Goldstone via Packt Publishing The book is written in a simple yet rapid pace but starts out from beginner level 3d introductions and really explores all areas needed to give someone the handrails to start tinkering on their own in the dark of their labs with Unity The book explores an introduction to 3d the biggest hurdle for most in moving to unity although it also does 2d terrrains terrains aren t supported in iphone yet keep this in mind if those are your aims moving players and cameras collision detection with colliders and rays working with prefabs creating HUDs creating menu screens and working with the the GUI system in Unity which can be strange for people coming from flash with event based user interfaces loading instantiating objects in the 3d world particle systems physics and lots of examples and minigames showing off these areas The book is alot like Unity itself in that it gets up and running quickly gives the tools to do some damage and then opens the door to developing with Unity After you develop longer in a platform you learn how to dig deeper into all these areas including scripting to do lots of what the Unity Editor can do for you but there is so much to take in that a good starting point to catch onto is needed Unity Game Development Essentials the first Unity book fills that role easily I have been using Unity as a hobbyist then at work at a game company starting in 2007 since it started to invade and take over from Director in 2007 ish then infiltrating the Papervision 3D and flash 3D developers even with that experience this book still did a great job of exploring the tools and is approachable for almost anyone with some basic scripting skills and a desire to make some creative stuff Even if you have been doing Unity for a while a book is always good to see techniques and support authors and community members that give back to help others learn Pick it up Amazon Packt Publishing If you aren t ready to make the leap to Unity just yet there is also a great book from Paul Tondeur called Papervision Essentials for 3D in Flash he has also done some projects in Unity to Flash communication Grab the Book from Packt Publishing Tags 3d book goldstone unity unity3d will Posted in Uncategorized unity3d 4 Comments WebGL Announced Javascript Controlled OpenGL Standard is Now Official at Khronos Group Who Runs OpenGL OpenVG OpenGL ES Saturday August 8th 2009 So many cool and useful technologies are unveiled at SIGGRAPH every year this year at SIGGRAPH 2009 was no different Khronos Group behind the new guidance of OpenGL OpenGL ES OpenCL OpenVG COLLADA etc came another big announcement about hardware rendering within the browser WebGL is now an official standard being developed at Khronos Group to bring javascript control of OpenGL to browsers Wow Ok so this was officially announced at the GDC in March but limited information but now it has been slated for an official public standard in early 2010 Shortly after the announcement at the GDC we saw Google o3D appear doing exactly that controlling OpenGL through Javascript in the browser but it was still largely software harward hybrid rendered Google Mozilla Opera are part of the companies supporting WebGL which is great for browser support also NVIDIA AMD and Ericsson are in on it Khronos Details WebGL Initiative to Bring Hardware Accelerated 3D Graphics to the Internet JavaScript Binding to OpenGL ES 2 0 for Rich 3D Web Graphics without Browser Plugins Wide industry Support from Major Browser Vendors including Google Mozilla and Opera Specification will be Available Royalty free to all Developers 4th August 2009 New Orleans SIGGRAPH 2009 The Khronos Group today announced more details on its new WebGL working group for enabling hardware accelerated 3D graphics in Web pages without the need for browser plug ins First announced at the Game Developers Conference in March of 2009 the WebGL working group includes many industry leaders such as AMD Ericsson Google Mozilla NVIDIA and Opera The WebGL working group is defining a JavaScript binding to OpenGL ES 2 0 to enable rich 3D graphics within a browser on any platform supporting the OpenGL or OpenGL ES graphics standards The working group is developing the specification to provide content portability across diverse browsers and platforms including the capability of portable secure shader programs WebGL will be a royalty free standard developed under the proven Khronos development process with the target of a first public release in first half of 2010 Khronos warmly welcomes any interested company to become a member and participate in the development of the WebGL specification Google released O3D this year and there are great strides in 3d within the browser from game engine wrapper technologies such as instant action technology gaim theory engine now owned by id Software and runs Quake Live hardware rendered Unity 3D and Torque 3D coming soon and Flash software rendered 3d engines Papervision 3D Away 3D Sandy Sandy also released a haXe version that exports a javascript version and others But it looks like the movement is to bring OpenGL to the web as a standard under the name WebGL this would be great There would still be lots of times where plugins are better now and in the near future but the path is a good one Having a software hardware rendering hybrid like Google O3D for broad video card support some of the painful older intel cards or using a plugin like Unity3D Torque 3D or wrapper technology for bigger engines is a good idea for the time being But the future is grand in this area I think that Google O3D and OpenGL ES success on iPhone games probably combined to get this in motion OpenGL and very basic video cards are now standard in most machines out there Unity3D actually published hardware statistics on casual gamers web based games ever so kindly and shows that even though there are some older Intel cards out there for the most part machines nowadays have a video card capable of supporting at least low poly 3d and hardware supported 2d rendering in real time for games user interfaces and more This is exciting news it appears the movement of the web gaming market is getting much more capable and is accelerating the innovation of hardware accelerating the web Tags 3d browser group JAVASCRIPT khronos OPENGL opengles RENDERING standard webgl Posted in 3d 3D ENGINES AWAY3D CODE COMPANIES CONFERENCE EFFECTS ENGINE GAMEDEV GAMES HAXE JAVASCRIPT LIBRARIES NEWS OPEN SOURCE OPENGL PROGRAMMING RENDERING STANDARDS TECHNOLOGY TORQUE 3D Uncategorized unity3d 10 Comments Unity 3D iPhone 1 0 2 Update Yes Please Thursday April 30th 2009 Unity 3D iPhone was updated recently to 1 0 2 and it has been greatly improved in performance and a much more solid 1 0 toolkit According to Unity 3D information by up to 50 which means much more room for assets to munch memory for us yay I updated to iPhone SDK 3 beta 4 and iPhone OS 3 beta 4 and the latest Unity iPhone and things were much better in perception of speed at least in early testing Not sure if it was more from one or the other but the games I am testing building so far are quicker and the OS feels faster overall Get the latest Unity 3d iPhone dev kit only for Mac OSX obviously since it uses XCode to compile per Apple licensing requirements This build fixes many issues and makes some great optimizations for speed as listed here New Features and Improvements Reduced memory footprint for uncompressed audio by 50 Memory usage for textures reduced by 50 Texture memory is now freed once it has been submitted to OpenGLES on the device The Enable Get SetPixels flag in the Texture Import Settings lets you disable this feature on a per texture basis in order to access the texture data from a script using GetPixel etc Improved iPhone script call optimization Removed unused parts of Mono runtime Reduced memory overhead while reading data from disk and slightly improved load times Support for several predefined splash screens portrait landscape for Indie version Just rename one of the splash screens in the output directory to Default png Exported audio session activation deactivation functions to AppController mm Added Scripting Reference code examples for iPhone specific APIs Bug Fixes Fixed audio to play correctly after phone call text message alarm interruption occurs Fixed compressed audio occasionally refusing to play Fixed AudioSource PlayOneShot to work correctly with compressed audio Fixed audio to respect Mute switch and background iPod music Fixed Pause function and time property for compressed audio clips Fixed OpenAL memory leak Fixed PhysX memory leaks Fixed Audio and Animation assets leaking while loading new scene Fixed a crash related to playing compressed audio in a sequence Fixed memory leak while updating Mesh geometry data Fixed several small memory leaks in rendering module Fixed asynchronous NET sockets Fixed NET threads Fixed cross thread boundary calling to the delegates Fixed UnityEngine TextEditor stripping Fixed GUI slider stripping Fixed GUI scroll view stripping Fixed IndexOutOfRange exception checking Fixed Boo Lang dll stripping Fixed occasional crashes of AOT cross compiler Tags iPhone OPENGL opengl es unity unity3d Posted in 3d 3D ENGINES C GAMEDEV GAMES iPhone OPENGL PROGRAMMING RENDERING TECHNOLOGY tracking unity3d 3 Comments Unity 3D iPhone Roadmap Tuesday April 7th 2009 A quick roadmap was posted by Unity3d com blog on the immediate future of Unity iPhone Currently I am developing two games for the iPhone OS 3 0 and these are welcome updates We are really looking forward to items not in the hard version just yet but we are looking forward to terrain support and downloadable content support in iphone sdk 3 0 Unity iPhone 1 0 2 Based on custom builds we ve been sending to devs in need this release will address engine memory leaks and fix other outstanding issues Physics and audio related memory leaks Asset leaks while reloading scenes NET sockets and threads Compressed audio related issues Stripping away too much of GUI components Occasional crashes in AOT compiler Support for both portrait and landscape splash screens Next will be Unity iPhone 1 1 Since the release of 1 0 1 we ve been working on a number of performance and memory optimizations Most of the work on 1 1 is finished already and we re doing an internal bug fixing round before it goes to beta testers too Along with optimizations this release will include number of important features such as Binding custom ObjectiveC C functions to C Javascript Native on screen keyboard support and interoperability with Unity GUI Movie playback support Performance optimizations significant C Javascript performance improvements general rendering loop optimizations resulting in less OpenGLES state changes and less CPU work per object number of internal routines were rewritten using VFP coprocessor assembly way much faster mesh skinning utilizing VFP batching small objects given that they share same material into single draw call General distribution size optimizations which allows applications below 10Mb Number of significant memory footprint optimizations We don t have strict versioning past 1 1 yet Some of the following features will end up in the next big release and some might find a way to sneak into 1 1 Compressed audio streaming directly from disk Support for 3 0 SDK 3 0 downloadable content 3 0 bluetooth networking GPS Location support Vibration support Post processing and render targets support Terrain support Per pixel DOT3 lighting support for skinned meshes Reduce load times Reduce distribution size even further Improve GarbageCollector collection patterns to reduce spikes Tags iPhone NEWS roadmap unity unity3d Posted in 3d GAMEDEV GAMES iPhone MOBILE NEWS PERFORMANCE PROGRAMMING TECHNOLOGY unity3d 3 Comments Director 11 5 Released with ByteArray Support Saturday March 28th 2009 Director 11 5 was quietly released last week at GDC with a few nice upgrades The sound library is updated to Dolby surround 5 1 Director 11 now supports ByteArray and binary data handling It also states support for Flash 9 swfs Previously Director 11 did not work well atall with AS3 Flash 9 swfs which made it nearly useless Streaming support for audio and video with RTMP red5 flash media server etc Updated video support Bitmap and audio filters for video I still think Director is on decline unless they open up the development platform lose Lingo and allow a real IDE to develop with So frustrating being restrained to that IDE that is not very flexible and cumbersome to extend and code in when you compare it with cutting edge IDEs like Unity3D or open source flash IDEs like FlashDevelop It has been completely removed from our workflow for some time due to new Flash 2 5D engines such as papervision 3d away 3d and sandy or for more immersive hardware rendered 3d unity3d Adobe Director version comparison chart Product features Director 11 5 Director 11 Director MX 2004 Support for 5 1 surround sound Yes No No Real time audio mixing Yes No No Audio effects and DSP filters Yes No No H 264 MPEG 4 FLV and F4V video support Yes No No Streaming support for audio and video with RTMP Yes No No Ability to apply audio filters on a video Yes No No Ability to apply bitmap filters on a video Yes No No Google SketchUp file import Yes No No Enhanced physics engine with support for dynamic concave rigid bodies Yes No No ByteArray datatype for binary data handling Yes No No Multiple undo redo for text editors Yes No No Text rendering and performance optimization Yes No No Cross domain policy support for Adobe Shockwave Player Yes No No Mac OS X Leopard support Yes No No Unicode support Yes Yes No Microsoft DirectX 9 support Yes Yes No Advanced physics engine with included NVIDIA PhysX support Yes Yes No JavaScript dictionary Yes Yes No Code

    Original URL path: http://drawlogic.com/category/unity3d/ (2016-02-09)
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  • *drawlogic » Lime, OpenFL + Haxe Cross Platform Development - web, mobile, game + interactive development » Lime, OpenFL + Haxe Cross Platform Development » Lime, OpenFL + Haxe Cross Platform Development
    filed under TECHNOLOGY You can follow any responses to this entry through the RSS 2 0 feed Both comments and pings are currently closed Comments are closed Recent Posts Unity 5 WebGL and the Plugin pocalypse Lime OpenFL Haxe Cross Platform Development Breakouts Comparison of JavaScript Game Engines via Breakout Snap svg SVG Vector Javascript Library Unity 4 2 Includes New Platforms Features Windows Phone New Micro Game Consoles TV Apps Games Controlled with Phones Tablets and Handhelds Unity 4 1 Apple TV AirPlay and the New Consoles Unity 4 Live Unity 4 Public Beta Cocos2d x C Port of Cocos2d for iOS Android Desktop Unity 3 5 Available Awesome Flash Export NaCL Export Needed Pipeline Improvements Unity 3 5 Preview Available Includes Unity to Flash Stage3D Export HTML5 Market Ready A Gift to html5 Web Developers and Web Users from Microsoft Silent Automatic IE Updates Onward Unreal Engine 3 Exporting to Flash 11 Stage3D Unity Exporting to Flash 3D Molehill now called Stage3D Preview Hardware Acceleration on the Web The Next Interactive Web is Materializing Microsoft s Answer to WebGL Silverlight 5 3D Hardware Acceleration XNA RageSpline for Unity 2D Spline Vector Tool cocos2d Now 1 0 and New Project cocos3d WebGL Spec 1 0 Now Final From Khronos Adobe AIR and Flash 3D API Molehill Preview Released Unity Building In Flash 3D Molehill Export Support Cocos2D Javascript Javascript Port of Cocos2D Game Engine Firefox 4 WebGL enabled Hardware Acceleration Faster Javascript WebConsole Adobe Flash Vs Unity The Near Future Of Hardware Accelerated Web Games EaselJS html5 Flash like Javascript Library by Grant Skinner WebGL Will Be Part of Chrome 9 Regular Releases WebSockets Now Available Across iOS Devices with 4 2 Update Adobe Illustrator AI to Canvas Exporter for html5 Adobe Demos Flash to HTML5 Conversion Tool Is

    Original URL path: http://drawlogic.com/2014/03/10/lime-openfl-haxe-cross-platform/ (2016-02-09)
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  • *drawlogic » HAXE - web, mobile, game + interactive development » HAXE » HAXE
    performance gains Some of the Alchemy LLVM virtual machine work is similar in nature to what haXe does and helps the language become an abstraction and translates into highly optimized code from very powerful and productive language syntax Anyways I ramble be sure to check out Data Structures for Game Developers by Polygonal Labs now ported for haXe as hx3ds if you are doing any sort of work in AS3 or haXe for AS3 it will be worth your while and provide a very common and useful data structures capabilities into your production that is highly optimized from one of the best AS3 developers As the name suggests hx3ds is a port of as3ds for haXe and is now available at lib haxe org hx3ds only supports the flash player 10 target as it makes extensive use of the Vector class If you need data structures that compile across all platforms take a look at colhx instead Here s a list of new features orders of magnitude faster collections now support clone and shuffle operations object pooling framework revised graph tree and linked list classes memory manager for the virtual memory API more on this soon The Structures Included Multi Dimensional Arrays The library contains a two dimensional and three dimensional array They are both implemented by a single linear array rather than nested arrays This is the fastest method in flash to simulate multi dimensional arrays and outperforms the nested array method because multiple array lookups are slower compared to one lookup combined with a simple arithmetic expression which you can also often precompute in the outer loop The most obvious application would be a tilemap in 2d or a layered tilemap in 3d Queue This is also called a FIFO structure First In First Out The queue comes in two variations which have the same methods but differ in their implementations There is the arrayed queue which obviously uses an array internally and the linked queue which is build upon a linked list They are both very similar except that the arrayed version has a fixed size and is faster A common application would be a command queue imagine you have a unit in a strategy game and apply many commands which the unit should follow All commands are enqueued and afterwards dequeued and processed in order Stack Also commonly know as a FILO structure First In Last Out Like the queue this comes in two flavors arrayed and linked A stack is often not used directly but a very important concept in programming Please note that a queue and a stack are not real structures because they just define how data is accessed rather then stored Tree A node based structure Every tree starts from a single node called the root node The root node can contain any number of child nodes and every child node can again contain children A tree node with no children is called a leaf node In fact if you draw the nodes of a tree it looking like a real tree with branches The AS3 display architecture is also a tree structure so you could use this to manage your display objects and update them by traversing through the tree Also this is useful for decision trees BVHs storing a plot line or storing data recursively by applying the composite pattern Binary Tree This is just a specialized kind of tree where each node is only allowed to have up to two children called the left and right node Binary trees are very often used for parsing input data for example arithmetic expressions or when building a scripting system Binary Search Tree BST and Hash Table Both structures store data that can be retrieved quickly by using a key The method however differers greatly The BST uses a recursive approach to split up large amounts of data into smaller sets A hash table stores sparse key based data using a hash key in a small amount of space Linked Lists A linked list is similar to an array The main difference is that in an array each cell contains just the data and is accessed by an index A linked list consists of several node objects which in addition to storing the data manage a reference to the next node singly linked or to the next and previous node doubly linked in the list Think of it as a more natural approach to work with sequential data Other benefits are that you can insert and remove data quickly by just calling the appropriate method on the node itself you don t have to manage array indexes Also in AS3 object access is faster than array access so it competes very well in terms of performance when iterating over the list Heap and Priority Queue A Heap is a special kind of binary tree in which every node is bigger than its child nodes Whatever you throw into a heap it s automatically sorted so the item with the most significant value depending on the comparison function is always the front item A priority queue is build upon the heap structure and can manage prioritized data which can be used in limitless ways Graph A graph is a loose node based structure Nodes are connected with arcs and every node can point to any other node They can also point to each other creating a bi directional connection It is essential for path finding AI soft body dynamics with mass springs systems and a lot more Bit Vector A bit vector is some kind of array in which you can store boolean values true false 1 0 as close as possible without wasting memory I currently can t think of a reasonable application because usually you should have enough memory but it s nice to have because it shows basic bit masking operations Tags ACTIONSCRIPT ACTIONSCRIPT3 array2 array3 AS3 bitvector DATA graph HAXE port queue structures VECTOR Posted in ACTIONSCRIPT ACTIONSCRIPT3 APPLICATIONS

    Original URL path: http://drawlogic.com/tag/haxe/ (2016-02-09)
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