Semana Interop: Desenvolvimento de Games Multi-Plataforma com .NET

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Desenvolvimento de Games Multi-Plataforma com .NET …

Desenvolvimento de Games Multi-Plataforma com .NET
Uso do mono em games, Unity3D , MonoGames, Exemplos

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  • 1. Desenvolvimento de Games Multi-Plataforma com .NET
  • 2. binhara@monobrasil.org www.hoplon.com voidribeiro@gmail.com bihaiko@gmail.com
  • 3. Agenda − − − − A história de um Jogo Por que usar Mono/.Net em jogos? Quem usa? Demo
  • 4. A História de um Jogo
  • 5. História de um Jogo − − − − − − Idéia Própria ou Remake Brainstorm (levantamento de idéias) GDD (especificação) Pré-Produção Marketing, Produção, Comercial, Estratégico, etc 3 Atividades Simultâneas (operacional) − Game Design: Iterativo, Revisão, Novas Features, etc − Arte: Concepts, Modelagem 3D, Animação, Som, etc − Desenvolvimento: Código, Ferramentas, QA − Lançamento
  • 6. Tamanho do Jogo (Esforço) − Gigantes − MMOs (conteúdo) − RPGs − Grandes − Simuladores − Ação − Pequenos − Casuais − 2D/3D (simples) − GamePlay Simples
  • 7. 7
  • 8. Por que Mono em Jogos?
  • 9. http://tirania.org/blog/archive/2008/Nov-03.html http://go-mono.com/docs/index.aspx?tlink=0@N%3aMono.Simd http://tirania.org/blog/archive/2008/Nov-03.html http://tirania.org/blog/archive/2008/Feb-26.html MONO.SIMD SencondLive mudou do LSL para Mono - 50x a 300x mais rápido 9
  • 10. 10
  • 11. 11
  • 12. Display • • • • • • Rendering Shading Scene Animation Geometry GUI Simulation • • • • Physics Collision Particles Terrain Game Logic • World rules • Enemy AI • User control • Camera • Behavior Support • Audio • Input • Networking
  • 13. Games are real-time programs  Input • User control • Network events AI • Scripted, slow • React to change • Update scene Updates • Render Graphics • Play audio
  • 14. Fully Dynamic Easy Productivity C#/Java C/C++ Assembly Language Difficult Slow Performance Fast
  • 15. Moving from scripting to static/compiled       
  • 16. At the core of gaming engines  UpdatePos (Vector3f [] points, ref Vector3f delta) { for (int i = 0; i < points.Length; i++) points [i] += delta; } xi yi zi + δx δy δz = xi+δx yi+δy zi+δz Vector3f static operator + (Vector3f a, Vector3f b) { return new Vector3f (a.x+b.x, a.y+b.y, a.z+b.z); }
  • 17. SIMD aware runtime    C# Detec t SIMD use IL x86 • pos += delta •call [Mono.Simd]Mono.Simd.Vector4f::op_Addition( valuetype [Mono.Simd]Mono.Simd.Vector4f, valuetype [Mono.Simd]Mono.Simd.Vector4f) •movups (%eax),%xmm0 •movups (%edi),%xmm1 •addps %xmm1,%xmm0 •movups %xmm0,(%eax)
  • 18. Developer created tests
  • 19. Physics simulations, no optimizations Based on the C++ simulation code at sharp-gamedev.blogspot.com/2008/09/updated-c-version.html
  • 20. Quem usa?
  • 21. 21
  • 22. 22
  • 23. FusionFall - MMOG http://www.fusionfall.com http://br.video.yahoo.com/watch/4169603/11222611#MAGIC
  • 24. Super Volei Brasil - Casual
  • 25. 25
  • 26. 26
  • 27. 27
  • 28. Demo Torment
  • 29. Torment (Remake) – FluidPlay
  • 30. Torment (Remake) – FluidPlay
  • 31. Torment (Remake) – FluidPlay
  • 32. Torment (Remake) – FluidPlay
  • 33. Torment (Remake) – FluidPlay
  • 34. Torment (Remake) – FluidPlay
  • 35. Torment (Remake) – FluidPlay
  • 36. Torment (Remake) – FluidPlay