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LeoNatan
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Posted: Sat, 11th Jun 2011 01:05 Post subject: Unity3D PRO v3.3.0-P2P |
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Someone might be interested. 
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garus
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Posted: Sat, 11th Jun 2011 01:10 Post subject: |
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snip
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LeoNatan
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Posted: Sat, 11th Jun 2011 01:20 Post subject: |
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It also has iOS and Android support!
But for iOS you need to throw $99 at Apple and have a Mac. With Epic UDK you at least can develop on Windows without the need for a Mac.
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Posted: Sat, 11th Jun 2011 01:40 Post subject: |
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Which languages does it support ?
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garus
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Posted: Sat, 11th Jun 2011 01:44 Post subject: |
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LeoNatan
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Posted: Sat, 11th Jun 2011 01:49 Post subject: |
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It is a more higher-level engine/framework akin to Unreal rather than an API. But scripting can be done in C# and there is a full debugger as well, so it is still very powerful.
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garus
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Posted: Sat, 11th Jun 2011 01:51 Post subject: |
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LeoNatan
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Posted: Sat, 11th Jun 2011 01:51 Post subject: |
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Yes, but debugging is done with MonoDevelop. 
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garus
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Posted: Sat, 11th Jun 2011 01:52 Post subject: |
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garus
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Posted: Sat, 11th Jun 2011 14:01 Post subject: |
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Posted: Fri, 17th Jun 2011 13:43 Post subject: |
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Thanks leo! Some resources you guys with android development skills could recommend me? Mainly game programming on android related.
Like sprite rendering, collision detection, memory management, speed optimization, best practices and stuff :>
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garus
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Posted: Fri, 17th Jun 2011 13:51 Post subject: |
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LeoNatan
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Posted: Fri, 17th Jun 2011 14:12 Post subject: |
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Sprite rendering, is not any different than any other OpenGL sprite rendering techniques. You can do the calculations in shader or CPU.
It is good to remember that while GLES2 supports shaders, the mobile GPUs are for the most part very slow in that front, so trivial stuff should be done on the CPU.
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Posted: Fri, 17th Jun 2011 15:30 Post subject: |
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On mobile devices you will probably want to combine multiple sprites into one larger sprite, as draw call amount is very limited. That means you need to create texture atlases that multiple sprites share.
In Unity, you can use Texture2D.PackTextures to create a texture atlas (although it not very efficient way of doing it. I wrote some better code if you ever need it PM me). And Unity does automatic batching of static and dynamic objects (dynamic objects have to be under 300 vertices on mobile devices, otherwise they wont get batched).
If you're not using Unity then you have to do these things manually. Nothing special there, just combine textures into atlas, and meshes into a large vertex object.
Shaders shouldn't be an issue. You can use them freely, although complex ones are out of question of course. If using Unity it doesn't matter whether you use shaders or fixed pipeline as fixed pipeline is emulated via shaders anyway.
For the other stuff standard principles should apply: use memory stacks and pools, even when programming in C# (i.e. avoid dynamic allocation and garbage collection).
If working with managed language, force garbage collection frequently (i.e. every 30 frames or so). If you don't you will generally notice a large FPS drop when it kicks in automatically. It takes about 5ms to garbage collect 200KB on iOS, I assume it's similar for Android. (Although the best way to handle this is to use preallocated memory heaps and pools that you manage yourself).
And if you use a language like C++, well then there's a shitload of things you can do to improve performance further, but you should have plenty of materials on that topic on the net. (I suggest http://www.agner.org/optimize. Although some stuff here might not apply for mobile CPUs).
Hopefully this helps a bit.
Last edited by BearishSun on Fri, 17th Jun 2011 15:35; edited 1 time in total
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garus
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Posted: Fri, 17th Jun 2011 15:32 Post subject: |
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Posted: Fri, 17th Jun 2011 15:36 Post subject: |
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Thank you very much! Isn't android development limited to java anyway?
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garus
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Posted: Fri, 17th Jun 2011 16:40 Post subject: |
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Posted: Tue, 21st Jun 2011 11:26 Post subject: |
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I always hear people complaining about monodevelop. Why exactly is it useless for debugging?
1 and 2 are still amazing.
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Posted: Tue, 21st Jun 2011 11:30 Post subject: |
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MonoDevelop is okay on its own. It's nothing compared to Visual Studio though.
MonoDevelop + Unity is "useless" for debugging. You need to run entire Unity in debug mode. Exceptions (which happen often during development) often crash Unity when it's running in debug mode, and MonoDevelop often just decides to freeze on its own.
I only tried it on larger projects and it doesn't work well. It might be fine for smaller projects where there's less going on.
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