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Game Development Tutorials

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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.

Adaptive Scalable Texture Compression

Tom Olson, Director of graphics research, ARM

An explanation of why texture compression is important, before moving onto the feature set and image quality of ASTC.

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.

Profiling Unity Games on Mobile Platforms

Angelo Theodoru, ARM

In this short presentation a Unity application composed of different scenes will be analysed in order to show how to interpret profiler data.

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.

Optimizing Unity Games for mobile platforms

Angelo Theodorou, Software Engineer, ARM

How to use ARM Mali developer tools to optimize your mobile games and applications built on the Unity Engine.


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.

ARM Mali Sample Codes

Sylwester Bala, Senior Software Engineer, ARM

This presentation covers several example codes, including high-computing cloth simulation, EGL fence for thread synchronization, particle effects, high quality text rendering and fur simulation.

The post Game Development Tutorials appeared first on Mali Developer Center.


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