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Minko - Creating cross-platform 3D apps with Minko

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Minko - Creating cross-platform 3D apps with Minko

  1. 1. http://minko.io @Minko3D Meetup iOS Developers Creating cross-platform 3D apps with Minko. Jean-Marc Le Roux CEO and co-founder of Aerys Creator of Minko (http://minko.io) @promethe42 jeanmarc@aerys.in
  2. 2. by
  3. 3. 3D. Everywhere. Deliver engaging, interactive and rich 3D content and applications on desktops, mobiles and the web.
  4. 4. Minko Enterprise Cloud. Light. Mobile.  It’s like Dropbox for 3D files  Visualize, share, annotate, collaborate…  On mobiles, tablets, the web and desktops  Exclusive 3D streaming algorithms  Load and display 3D files up to 200 times faster “We chose Minko because its exclusive compression algorithms help us distributing cutting edge 3D content on mobiles and the web.” Gaël Seydoux, Chief of the NBO lab at
  5. 5. Minko Studio Design. Integrate. Live.  Compatible with all major 3D CAO/design tools  77+ supported file formats  What You See Is What You Get      Physics Animations Lights Materials .... …
  6. 6. Minko Engine Mobile. Web. Native.  Develop once, deploy everywhere  The power of native, the reach of the web “We chose Minko to be the 3D engine in one of our new Flash-based games because we think it’s a highly professional […] solution in terms of development ecosystem and high performance.” André Weissflog, Head of Development at  Open source, with enterprise-class support Skyrama 2 by BigPoint
  7. 7. International Gaming References
  8. 8. New Game Released: IronForce  Published by EA/Chillingo  http://www.chillingo.com/games/iron-force/  Tank MMORPG  Already available on iOS  Available soon on Android
  9. 9. New Game Released: IronForce
  10. 10. Minko VS Unity - Architecture Application Application Unity Minko Mono VM Javascript VM Core Library Native Plugins OS Lua VM Javascript VM (WIP) Core Framework & Plugins OS
  11. 11. Minko VS Unity – Open Source Application Application Unity Minko Mono VM Javascript VM Core Library Native Plugins OS Lua VM Javascript VM (WIP) Core Framework & Plugins OS
  12. 12. Supported Platforms Platforms Unity Minko Windows YES YES WinRT / Windows 8 UI / Windows Store YES YES OS X YES YES Linux Desktop (Ubuntu, SteamOS, TVs…) YES YES Linux Server NO YES HTML5 NO YES iOS YES YES Android YES YES Flash Player NO WIP Windows Phone YES WIP (WP 8.1)
  13. 13. Minko coming to Windows Phone!  Windows Phone 8.1 only  But all existing Windows Phones should be supported!  Games have a big success on the Windows Store. Windows Store, Downloads per category – Worldwide, Jan. 2014
  14. 14. 2D/3D file formats  50+ 3D file formats – 3DS, BLEND (Blender 3D), DAE/Collada, FBX, IFC-STEP , ASE, DXF, HMP, MD2, MD3 , MD5, MDC, MDL, NFF, PLY, STL, X, OBJ, SMD, LWO, LXO, LWS, TER, AC3D , MS3D , COB, Q3BSP, XGL, CSM, BVH, B3D, NDO, Ogre XML, Q3D  20+ 2D file formats – JPEG, PNG, TIF, TGA, RAW, PSD…  Optimized Minko dedicated formats – Scene, material, texture, geometry… – Open source (de)serializer – Extensions (Physics 3D compression, 3D streaming…)
  15. 15. C++ 2011  Standard, fast, well documented and supported by a vast community  Already fully supported by all major compilers (VS, GCC, LLVM…)  New additions make it closer to what we’re used to with AS3/Javascript – Closures/lambda functions – Type inference (instead of dynamic typing) – Shared pointers
  16. 16. C++11 Example – Closures // callback is removed when mouseWheel is set to nullptr
  17. 17. C++11 Example – Shared pointers
  18. 18. Components – Ex: Directional Light  The Transform component is not mandatory – Scene nodes do not necessarily have a 3D transform: lighter and more customizable – Yet our directional light is pointless without a configurable direction…
  19. 19. Components – Ex: Camera  Our camera has 3 components: – Transform will make our Camera position/orientation customizable – PerspectiveCamera will provide actual camera related data to the rendering API – Renderer will do the actual DrawCall storage/frame rendering
  20. 20. Emscripten https://github.com/kripken/emscripten  Open source project driven by Mozilla – Based on LLVM, which is supported by Google, Apple, Intel and many more  Cross-compile C++ code to Javascript code – Binds OpenGL to WebGL – Provide virtual file system – C++  Javascript bindings  Code optimizations – Closure compiler – asm.js (2x performances of native code!)  Code compression using LZMA
  21. 21. Premake http://industriousone.com/premake  Cross-platform build system – Windows, Mac and Linux – Reference in the video game industry – Well documented  Compatible with most IDEs/tools – gmake – Visual Studio – XCode  Easy to extend and customize – Based on LUA script configuration files – Adding support for emscripten was easy
  22. 22. HTML5 UI (WIP)  Portable HTML5 UI overlay – Chromium on desktop – WebView on mobiles – DOMElement on the web  Responsive UI design  Leverage existing HTML5 tools and frameworks  Video 3D backbuffer
  23. 23. Parallelization  Workers  Threads (except for HTML5)  Coroutines (Lua)
  24. 24. SCRIPTING
  25. 25. Core Framework Language  Fast  Rich & expressive  Optimized for each target C, C++, Java, C#... VS Javascript, Python, AS3… Scripting Language  Simple  Interpreted  Dynamic
  26. 26. We chose… Lua!  Fits all the requirements of a scripting language  Vastly used by the video game industry (World of Warcraft, Fable II & III, Neverwinter Nights, …) – Complete list of games scripted with Lua  Very (very) fast – LuaJIT is comparable to Javascript V8, if not faster  Designed to be embedded  Designed to script games – Simple but very efficient syntax – Minimalistic set of features but very extensible – Coroutines!
  27. 27. C++  Lua? LuaGlue!  C++/Lua bindings  Open source project – https://github.com/Tomasu/LuaGlue – We contribute as much as possible  Leverage C++11 – Optimize as compile time as much as possible – Simple binding interface  Used to bind 90% of Minko’s C++ API – Write 100% of your app in Lua
  28. 28. Coroutines  A function can suspend its execution… – coroutine.yield()  … and then resume « sometime later » – coroutine.resume()  Gives the illusion of parallelism – Yet no complicated threading stuff – Fully cross-platform  Allow the creation of non-blocking (heavy) functions  Can (always?) be used in place of events/callbacks
  29. 29. Coroutines function myScript() doSomething() while isIdle do say(‘hello how are you?’) wait(seconds(3)) end while not isIdle do wait(keyboard.anyKeyDown) handleKeyboard() end end
  30. 30. Event driven Coroutine driven  Action => reaction  Breaks the code in multiple handlers  Messy execution flow  Messy scopes  Wait for « something » to happen  Non-blocking  Simple execution flow  Meaningful and readable
  31. 31. You choose!  C++ – Performances – Rich and powerful language  Lua – Simple and efficient – Fast iteration times  Mix both in any project on any target
  32. 32. Is it really ready? SoccerPun.ch comming to HTML5 and native iOS/Android!
  33. 33. About SoccerPun.ch  Lots of important game-related features – – – – – – 3D graphics Physics Animations AI Gamepad …  Developped in 2 days using Minko 2 and AS3 – Entirely re-developped in C++/Lua  Should be one of the most advanced WebGL game so far – Then we can juge whether HTLM5 is ready or not for games
  34. 34. Conclusion  Open source – More than 15 OS projects used – 1 million lines of code  Public beta coming in March – – – – New website 50+ tutorials 10+ example projects 800 000 lines of code
  35. 35. THANK YOU!
  36. 36. Aerys US Institut Mines-Télécom Silicon Valley NASA Research Park Moffett Field CA 94035 Mountain View USA Aerys Europe Jean-Marc Le Roux CEO Warren Seine CTO Ymane Amrane Sales Manager jeanmarc@aerys.in +336 20 56 45 78 warren@aerys.in +336 79 51 64 66 ymane@aerys.in +339 72 28 55 83 15 rue Jean-Baptiste Berlier Hall B 75013 Paris France Customer service +33 805 690 489 Monday to Friday, from 9:00 to 17:00 UTC hello@aerys.in http://aerys.in
  37. 37. http://minko.io

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