Why you need game engine1.pptx


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Why you need game engine1.pptx

  1. 1. Why you need game engine<br />What actually is game engine,<br />and why Unity is so successful ;-)<br />
  2. 2. Disclaimer<br />The views expressed here are my personal views and do not necessarily reflect the thoughts, opinions, intentions, plans or strategies of Unity<br />
  3. 3. What is game engine<br />Your call<br />
  4. 4. What is game engine<br />Let me guess:<br />Rendering<br />Physics<br />even more stuff<br />Technology in short<br />
  5. 5. What is game engine<br />Welcome to the real world<br />YOU ARE WRONG<br />
  6. 6. What is game engine<br />When talking about technology you forget:<br />Not so cool-looking technology <br />most of people thinks engine=rendering<br />How to get meshes/textures/... in there<br />How much time to wait if texture was changed<br />How do you create levels<br />lots more<br />
  7. 7. What is game engine<br />Technology<br />Tools<br />Infrastructure<br />well, nothing lives in isolation<br />how well pieces fit<br />
  8. 8. What is Technology<br />Multiplatform <br />unless platform holder pays you<br />unless you don't need money<br />unless you are doing smth impossible else<br />or you are wrong<br />or platform holder will pay you<br />
  9. 9. What is Technology<br />Example:<br />Rendering<br />if you didn't try consoles - you will fail<br />if you didn't try gl/dx/gles you will fail<br />if you don't know your hardware you will fail<br />if you don't read RTR you will fail<br />if you don't know/have constraints you will fail<br />you need more? ;-)<br />
  10. 10. What is Technology<br />Hidden Technology<br />What about:<br />leaderboards<br />achievements<br />saving/loading, checkpoints etc<br />multiplayer<br />quick loading<br />updating and DLC<br />you name it<br />
  11. 11. What is Technology<br />You don't need it <br />if you create old-school lines/tetris<br />you need reality check<br />You don't need all of this if you are careful about constraints<br />You will need this as you try to scale down from mac to ipad<br />
  12. 12. What is Technology<br />We'll be back when talking about infrastructure<br />There is more hidden in there<br />Far more important then you think<br />
  13. 13. What are Tools<br />You will need to create your levels<br />even for something like <br />zuma <br />time-management<br />non-standard match3<br />you name it<br />
  14. 14. What are Tools<br />You will need to tweak lots of stuff<br />Asset Pipeline<br />conditioning<br />params<br />Materials<br />Object Properties <br />And do it fast and see the results<br />
  15. 15. What are Tools<br />You will need a lot of stuff<br />Managing your content<br />where was that texture/shader for this tree<br />Creating additional data<br />achievements<br />localization<br />Reusing stuff<br />i want this tree in another level<br />You name it <br />
  16. 16. What are Tools<br />You don't need it <br />if you use xml/json/inis - just type here<br />you need sanity check<br />if you hate artists/designers<br />if you have all the time on earth<br />You don't need all this<br />Until you need it yesterday<br />
  17. 17. What is Infrastructure<br />How does it all fit together<br />iteration time<br />interoperability<br />workflow fit<br />unification<br />everything else<br />the "feel"<br />
  18. 18. What is Infrastructure<br />Iteration time<br />You change something<br />texture<br />mesh location<br />script<br />object params (e.g. movement speed)<br />How much time is needed to see it in game<br />This might be the difference between shipping in one month and in 3 months less-polished<br />
  19. 19. What is Infrastructure<br />Interoperability<br />How well parts works with each other<br />DCC tool plugins <br />Asset importing and Level editing<br />Conflicts<br />Coupling <br />changing drawed mesh params shouldn't result in physics fidling<br />changing texture on tree shouldn't result in whole world re-import/rebuild<br />
  20. 20. What is Infrastructure<br />workflow fit<br />artists vs programmers<br />sound engineer might look differently <br />unification<br />how much tools/steps is needed for object<br />draw params<br />physics params<br />scripting<br />
  21. 21. Still want to create in-house?<br />Create engine in-house is awesome!<br />if you have cool experienced programmers<br />if you have up-front time<br />if you need specific technology<br />you can argue about "specific" part<br />if you can do it better<br />if it is your first game ever - you can't<br />if you want to know how engines works<br />For hobbyist learning project - awesome exp<br />
  22. 22. Still want to create in-house?<br />For AAA game - unsolved problem<br />diff credits for UE3 game and in-house tech<br />big games have source licence ;-)<br />
  23. 23. Still want to create in-house?<br />For smaller games - even more interesting<br />ios: $0.99<br />meaning: you need to be *very* fast<br />ios vs android<br />fragmentation even on ios <br />on android - almost desktop-like<br />driver-bugs and harware "features"<br />
  24. 24. Still want to create in-house?<br />generally mobile<br />they *are* underpowered<br />unless you know how to use hw<br />welcome back FFP tricks<br />or earlier-days shader oprimizations<br />welcome back assembly<br />
  25. 25. Still want to create in-house?<br />generally mobile<br />a lot of stuff to integrate<br />different platform api<br />different features<br />achievements<br />leaderboards<br />in-game purchases<br />accelerometer/gyroscope<br />etc<br />
  26. 26. Still want to create in-house?<br />More power to you (really)<br />
  27. 27. Unity<br />Well, as i am working in Unity... ;-)<br />Was created to help inexperienced teams<br />The very first customer was team of 2 artists<br />yes, they succeeded ;-)<br />The idea is to open gamedev to masses<br />Lots of platforms<br />mac/win/web/ios/android/x360/ps3/others (NDA)<br />Lots of guidance<br />
  28. 28. Unity<br />Programming: <br />JavaScript, Boo, C#<br />Thinking about others<br />Art<br />FBX<br />meaning almost everything<br />Autodesk, Modo, Blender, Sketchup, Cheetah<br />and some more [too much to remember]<br />PSD, JPG, PNG, TGA, TIFF, and more<br />
  29. 29. Unity<br />Operates on high level<br />Components<br />MeshRenderer, MeshCollider, etc<br />Assets<br />Mesh, Texture, Sound<br />you will get this automagically<br />
  30. 30. Unity<br />Prefabs<br />You can save object at full and reuse<br />with components<br />meaning everything<br />Scenes<br />Level editing<br />Meaning one place to place objects and edit props<br />
  31. 31. Unity<br />Multiplatform:<br />Select platform and build<br />That's all<br />almost ;-) <br />
  32. 32. Unity<br />Materials/Shaders<br />All power to you<br />preset shaders<br />you can write your own<br />
  33. 33. Unity<br />Unity Editor is written on C# mostly<br />meaning we expose almost everything<br />meaning - write your own tools if needed<br />meaning - lots of plugins are already there<br />
  34. 34. Unity<br />in-Editor Play button<br />play your game ;-)<br />while having all Editor power right here<br />change texture and see this<br />change script, wait for compile, and see that<br />
  35. 35. Unity<br />Runtime<br />we did lots of hard-lifting<br />skinning on NEON? Been there done that ;-)<br />driver bugs on XXX? Ah yes, we have workaround<br />once again - lots exposed to c# <br />plugins: lots<br />
  36. 36. Unity<br />Bells & whistles<br />Beast lightmapping? check<br />Beast point clouds? working in it<br />Umbra occlusion? check<br />cool LOD system? almost there<br />profiling? check<br />run on target hw, collect data in Editor<br />random stuff? you will be surprised ;-)<br />
  37. 37. Questions?<br />