from j2me to iostwvideo01.ubm-us.net/o1/vault/gdceurope2010/slides/... · from j2me to ios galaxy...
TRANSCRIPT
![Page 1: From J2ME to iOStwvideo01.ubm-us.net/o1/vault/gdceurope2010/slides/... · From J2ME to iOS Galaxy on Fire 2 on the iPad and iPhone Marc Hehmeyer, CTO Fishlabs Entertainment GmbH](https://reader034.vdocuments.site/reader034/viewer/2022042319/5f08df8e7e708231d4242305/html5/thumbnails/1.jpg)
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From J2ME to iOS
Galaxy on Fire 2 on the iPad and iPhone
Marc Hehmeyer, CTO Fishlabs Entertainment GmbH
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Agenda
FISHLABS What’s Galaxy on Fire 2 Concept Graphical Assets Engine/Game Adaptation Sound Learning
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FISHLABS
Specialized in premium 3D mobile games in Java and C/C++
Headquartered in Hamburg, Germany Founded 2004 35 full-time employees 2m Java/BREW game downloads through
160+ carriers & portals 30m iPhone game downloads
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What’s GOF 2
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Concept
Starting October 2009 GOF 2 is a perfect fit for iDevices Basic game structure can be the same Deliver top notch graphics
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Concept
48% 52%
OpenGL ES distribution July 2010
1.1 2.0
1.1 : iPod Touch 1st, 2nd Gen; iPhone 2G, 3G 2.0 : iPod Touch 3rd Gen; iPhone 3GS; iPhone 4
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Concept
iDevices fragmentation Different screen sizes: 480x320, 960x640, 1024x786
Different performance: CPU, GPU, Memory Different OS: iOS 3.0 – iOS 4.0 Goal: decent framerate
iPhone 3G and iPod touch 2nd gen. lowest
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Concept
New mood concepts necessary Switching from keypad to touch New interface Pimp up the gameplay
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Concept
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Graphics / Meshes
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Graphics / Level of Detail
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Graphics / Textures
Java: 256x256 pixels max Java: one texture for all 3D models
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Graphics / Textures
iDevices: up to 2048x2048 pixels iDevices: 128 textures for 3D models
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Graphics / Texture Compression
Uncompressed 32bit 512x512 1024 KB
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Graphics / Texture Compression
PVRTC4
12.5% Size 128 KB
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Graphics / Texture Compression
PVRTC2
6.25% size 64 KB
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1024
128 64
0
200
400
600
800
1000
1200
File size (kb)
Uncompressed PVRTC4 PVRTC2
Texture Compression
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Graphics / FX
Particle systems - engine - smoke - atmospheric fog
Animation for explosions Real-time lighting
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Engine From integer to float
Java: integer due to absence of FPU iDevices: floating- instead of fixed-point
Make use of the FPU
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Engine State sorting
Java: limited materials Rendering strategy: immediate mode iOS: up to 30 materials Rendering strategy: retain mode
Drawing Order 1. Opaque objects first 2. Alpha testing objects 3. Alpha-blended objects
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Engine Batching: From 60 to 1 draw calls
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Engine View frustum culling
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Game Coding
Java: garbage collection C/C++: own memory handling C/C++: remember to init Keypad to touch New interface layout Station[][][] stations;
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Sound
Java: only limited sound capability use of midis and simple sound effects
iDevices: great sound hardware full OpenAL support
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Learning
It’s not a PORT Think more of a console approach Don’t underestimate the beta phase Developers are the worst testers Avoid feature creep Have fun!
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