Performance and optimization
Optimized effects for mobile devices
Optimizing and debugging mobile games
Batching and dynamic geometries
Adaptive Scalable Texture Compression (ASTC)
Performance and optimization
Optimized Effects for Mobile Devices
Stacy Smith, Senior Software Engineer, ARM
Many developers in the mobile space started out in the desktop or console space and are re-creating their work in those spaces for mobile. Some of them find that they have to drop the complexity of their content in order to achieve reasonable performance on mobile, but this needn’t necessarily be the case. Desktop and mobile GPUs work in different ways and have different capabilities; understanding these differences can inform a more efficient usage of the resources available on mobile GPUs.
Optimizing and Debugging Mobile Games
Lorenzo Dal Col, Product Manager, ARM
Let ARM introduce you to methodologies for the efficient rendering of high quality 3D graphics in mobile games. The scope of this presentation by Lorenzo Dal Col is to show how these tools can be used to analyze and optimize games and game engines as ARM does with its Ecosystem partners like Unity, Gameloft and Epic Games.
Batching and Dynamic Geometries
Stacy Smith, Senior Software Engineer, ARM
An overview of effective batching techniques for mobile graphics development, combined with an examination of how ARM has generated dynamic animated geometry from static vertex buffers in demos through the years, generating complex and elegant motion from little more than a couple of floating point values.
ASTC does it
Stacy Smith, Senior Software Engineer, ARM
Whether you’re an artist using the desktop tools or a programmer integrating the command line compressor into your asset pipeline, this guide to making effective use of the new Adaptive Scalable Texture Compression method, with a focus on selecting the right quality settings and metrics for your artwork, will be useful for you. Presented by Stacy Smith at GDC 2014.
Getting the best out of ASTC
Stacy Smith, Senior Software Engineer, ARM
This “Getting the Best out of ASTC” white paper is a user guide for graphics developers to know how ASTC works, and most importantly, it describes all the different configuration options and gives examples on the improvements a developer can get by tailoring the configuration. This tutorial was included in the GPU Pro 5 publication
ASTC: The extra dimension
Daniele Di Donato, Senior Software Engineer, ARM
A look at particle simulations, physics simulations, and what makes ASTC special.
Unity-based tutorials
Enhancing your Unity Mobile VR experience
Roberto Lopez Mendez, Senior Engineer, ARM
Carl Callewaert, Americas Director & Global Leader of Evangelism, Unity
How to get the most out of Unity when developing VR for mobile platforms, as we share the experience of creating a VR version of our Ice Cave demo. Some highly optimized rendering effects developed in the Ice Cave demo are discussed.
The presentation also covers VR integration into the Unity graphics pipeline along with important mobile VR game design advice and best practice.
Enhancing your Unity mobile games
Roberto Lopez Mendez, Senior Engineer, ARM
This tutorial goes through the latest Unity v5 features and how to get the most out of Unity when developing under the unique challenges of mobile platforms. The workshop will show students a new way of rendering dynamic real-time shadows based on the use of static local cube textures. This innovative technique allows a dramatic improvement in performance and quality when rendering shadows, which is especially relevant on mobile devices where the use of available resources must be carefully balanced.
Reflections in Unity using Local Cube Maps
Roberto Lopez, Senior Engineer, ARM
By the end of this workshop you will have learned the concept of local cubemaps, how to simply and cheaply simulate realistic environment reflections, how to implement reflections based on local cubemaps in the shader, how to create, import and export local cubemaps in Unity and how to apply filters to cubemaps to achieve different effects.
Mali Demos
ARM Mali Demos: Behind the Pixels
Stacy Smith, Senior Software Engineer, ARM
A look at the techniques and effects used in the two most-recent ARMMali graphics demos, Hauntheim and SeeMore. Making use of OpenGL®ES 3.0, both demos use radically different lighting techniques to achieve a varied look and feel. The presentation then takes a deep dive into the specifics of using parts of the OpenGL ES 3.0 feature set, such as new frame-buffer formats for high-dynamic-range textures and deferred lighting.
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