#WindowsApps – Nov. 2013
Build 3D web and desktop applications with C++11

Jean-Marc Le Roux
CEO and co-founder of Aerys
j...
Join!

WebGL France
http://www.meetup.com/WebGL-France
@WebGLFrance
by
3D. Everywhere.
Deliver engaging, interactive and rich 3D content and applications on
desktops, mobiles and the web.
Focus on design. Boost with code.
Minko « Studio » Edition
Designers integrate 3D content, customize materials, setup ligh...
The sky is the limit.
Minko « Community » Edition

Build desktop, web and mobile 3D applications with
Minko’s free and ope...
IronForce (EA/Coolfish)
« We chose Minko to be the 3D engine in one of our new Flash-based
games because we think it’s a highly professional solut...
Features
 100% compatible with Windows, Mac,
Linux, iOS, Android and WebGL
 WYSIWYG Scene editor
 3D scene graph API

...
Why?
 3D apps are usually bigger/more complex projects
 Bigger teams
 Bigger expectations
 Complex assets workflow

 ...
Targeting HTML5/WebGL
C++ 2011

 Standard, fast, well documented and supported by a vast community
 Already fully supported by all major compi...
C++11 Example – Closures

// callback is removed when mouseWheel is set to nullptr
C++11 Example – Shared pointers
Emscripten https://github.com/kripken/emscripten
 Open source project driven by Mozilla

– Based on LLVM, which is suppor...
ASM.js –Benchmarks

Source: http://kripken.github.io/mloc_emscripten_talk/#/28
http://minko.io/showcase/sponza-html5

EXAMPLE: SPONZA HTML5!
TARGETING WINDOWS/DIRECTX
ANGLE https://code.google.com/p/angleproject/
 Almost Native Graphics Layer Engine
 Open source project driven by Google...
Conclusion
My Feedback – The Good Parts
 Working with C++ 2011 is amazing

 More complex but so much powerful/expressive than AS3/J...
My Feedback – The Good Parts
 Compatibility

 The app runs on Windows, Mac, Linux, iOS, Android and WebGL
withouth a sin...
My Feedback – The Bad Parts
 RAM consumption for HTML5/WebGL apps x-compiled
with emscripten
 Will likely improve with e...
Don’t forget to check http://minko.io !

Merci !
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Minko - Windows App Meetup Nov. 2013

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Minko - Windows App Meetup Nov. 2013

  1. 1. #WindowsApps – Nov. 2013 Build 3D web and desktop applications with C++11 Jean-Marc Le Roux CEO and co-founder of Aerys jeanmarc@aerys.in @promethe42
  2. 2. Join! WebGL France http://www.meetup.com/WebGL-France @WebGLFrance
  3. 3. by
  4. 4. 3D. Everywhere. Deliver engaging, interactive and rich 3D content and applications on desktops, mobiles and the web.
  5. 5. Focus on design. Boost with code. Minko « Studio » Edition Designers integrate 3D content, customize materials, setup lights and animations. Developers plug in scripts and interactivity.
  6. 6. The sky is the limit. Minko « Community » Edition Build desktop, web and mobile 3D applications with Minko’s free and open source SDK including a fully-featured 3D engine and plugins.
  7. 7. IronForce (EA/Coolfish)
  8. 8. « 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 BigPoint
  9. 9. Features  100% compatible with Windows, Mac, Linux, iOS, Android and WebGL  WYSIWYG Scene editor  3D scene graph API  80+ 2D/3D file formats supported  Dynamic assets loading  Über-shaders  Components & scripts system  3D compression, simplification and streaming  Physics (Bullet)  Plugin system (Oculus, Leap, ….)  Data-driven rendering engine  Particles engine
  10. 10. Why?  3D apps are usually bigger/more complex projects  Bigger teams  Bigger expectations  Complex assets workflow  C++ is more expressive and brings some specific optimizations     Static typing, templates Inlining Low level memory management (no GC) …  C++ can be used on any platforms (Windows, Mac, Linux, iOS, Android, Flash, Windows Phone…)  « Anything that can be done with JavaScript will be done in Javascript »  Well anything that can be done has already been done in C++ so…
  11. 11. Targeting HTML5/WebGL
  12. 12. 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 Javascript – Closures/lambda functions – Type inference (instead of dynamic typing) – Shared pointers (instead of GC)
  13. 13. C++11 Example – Closures // callback is removed when mouseWheel is set to nullptr
  14. 14. C++11 Example – Shared pointers
  15. 15. 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 – LLVM and C++ specific optimizations – Closure compiler – asm.js (2x performances of native code!)  Code compression using LZMA
  16. 16. ASM.js –Benchmarks Source: http://kripken.github.io/mloc_emscripten_talk/#/28
  17. 17. http://minko.io/showcase/sponza-html5 EXAMPLE: SPONZA HTML5!
  18. 18. TARGETING WINDOWS/DIRECTX
  19. 19. ANGLE https://code.google.com/p/angleproject/  Almost Native Graphics Layer Engine  Open source project driven by Google – Used by Chrome and Firefox WebGL implementations  OpenGL wrapper that will map OGL calls to the DirectX API – Provide better performances on Windows – Makes it possible to target DirectX with an OpenGL based implementation – Should provide Windows Phone 8 compatibility out of the box  Also converts GLSL shaders to HLSL – Completely transparent to the developer! – Write once, deploy everywhere  Supports DirectX 11 – Compatible with the Windows 8.1 App Store
  20. 20. Conclusion
  21. 21. My Feedback – The Good Parts  Working with C++ 2011 is amazing  More complex but so much powerful/expressive than AS3/JS  Useful and reliable STL containers (list, maps, sets, etc…)  Shared pointers make memory management just as easy as with managed languages: not a single memory leak so far!  Visual Studio/XCode are very good IDEs  Minko 3’s implementation is much lighter and yet just as much powerful  Vagrant + Premake provides an efficient build system with crosscompilation
  22. 22. My Feedback – The Good Parts  Compatibility  The app runs on Windows, Mac, Linux, iOS, Android and WebGL withouth a single modification!  Haven’t tested iOS/Android yet, but should work out of the box  Speed  Native speed on Windows, Mac, Linux, iOS and Android  2x speed of native code in HTML5/WebGL thanks to asm.js!  Target DirectX 11 thanks to ANGLE  Direct push on the Windows 8.1 App Store
  23. 23. My Feedback – The Bad Parts  RAM consumption for HTML5/WebGL apps x-compiled with emscripten  Will likely improve with every new release  Not yet compatible with the Windows Phone 8 App Store  Forbidden to use the « online » HLSL compiler for mobile apps
  24. 24. Don’t forget to check http://minko.io ! Merci !

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