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Réaliser un jeu cross plateformes avec WebGL et babylon.js
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Réaliser un jeu cross plateformes avec WebGL et babylon.js

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Contenu de la présentation effectuée à FranceJS le 23/11/2013 . Version étendue de la présentation effectué à ParisJS le 20/11/2013 :)

Contenu de la présentation effectuée à FranceJS le 23/11/2013 . Version étendue de la présentation effectué à ParisJS le 20/11/2013 :)

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  • Davrous/davca/davrous
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Transcript

  • 1. David Catuhe David Rousset Windows Clients Evangelist Lead Windows Clients Evangelist http://aka.ms/david @deltakosh http://aka.ms/davrous @davrous
  • 2. Agenda  Why building a WebGL 3D engine ?  The old school way: Using the 2D canvas  Using WebGL directly  Using Babylon.js to create 3D apps and games  How to use Babylon.js?  Advanced features  What we’ve learned…  Tracking and reducing the pressure on garbage collector  Performance first  Handling touch devices  Lastest experiment  Building a Windows Store Apps in an hour  Roadmap
  • 3. Why building a WebGL 3D engine ?
  • 4. The oldschool way: using 2D canvas Build a 3D “Software” engine that only uses the CPU Wireframe Rasterization Lights & Shadows Textures
  • 5. Using WebGL directly Requires a compatible browser: A new context for the canvas: canvas.getContext("webgl", { antialias: true}) || canvas.getContext("experimental-webgl", { antialias: true});
  • 6. Using WebGL directly WebGL is a low level API Need to handle everything except the rendering:      Shaders code (loading, compilation) Geometry creation, topology, transfer Shaders variables management Texture and resources management Render loop
  • 7. Using Babylon.js to create 3D apps & games
  • 8. How to use Babylon.js ? Open source project (Available on Github) http://www.babylonjs.com https://github.com/babylonjs/babylon.js How to use it? Include one file and you’re ready to go! <script src="babylon.js"></script> To start Babylon.js, you’ve just need to create an engine object: var engine = new BABYLON.Engine(canvas, true);
  • 9. Advanced features Blender exporter Offline support Design & render IndexedDB Complete collisions engine Network optimizations Incremental loading
  • 10. What we’ve learned ?
  • 11. Tracking & reducing the pressure on GC A 3D engine is a place where matrices, vectors and quaternions live. And there may be tons of them! Pressure is huge on the garbage collector
  • 12. Tracking & reducing the pressure on GC Maximum reuse of mathematical entities  Pre-instantiate  Stock variables GC friendly arrays (able to reset size at no cost) When the scene is up and running, aiming at no allocation at all
  • 13. Performance first Efficient shaders Do only what is REALLY required Scene partitioning Frustum / submeshes / octrees Complete cache system Update WebGL only when required
  • 14. Handling touch devices
  • 15. Latest experiments
  • 16. Roadmap        Lens flares Multi-views to add support for Oculus Rift Simple Editor Sandbox mode / Drag'n'drop support Support for a physic engine Collisions on webworkers Binary file format
  • 17. @deltakosh / @davrous