Multiplatform Development

 Benjamin Nitschke        MobileBits GmbH
 CTO Delta Engine &             MobileBits GmbH
 exDream & MobileBits          Lerchenstrasse 28
                                 22767 Hamburg



                        Benjamin@DeltaEngine.net
Who is MobileBits?

 • Founded 2009 by Holtz, Griga, Nitschke & Wysk
 • Focus on Mobile Games
 • Developed many smaller Mobile Games
    • iSkat, ZombieParty, FlightSchool, Ewe Doodle, ..
 • Also is developing www.DeltaEngine.net
    • Allows developing games and apps in Windows
    • Deploys with one click on many platforms:
    • iPhone, iPad, Android, WP7, Xbox 360, Windows,
     MacOS, Linux, and many more

                                                         2
Who is MobileBits?
• Same team as exDream, known 10+ years for:
  • Twork (1997), WebWars (2000)
  • Rosho: Games for Kids (2001)
  • EuroVernichter (.NET, 2003)
  • Arena Wars (RTS, first commercial .NET game, 2004)
  • Armies of Steel (Prototype, RTS, 2005)
  • Rocket Commander (Open Source, 2005)
  • XNA Racing Game (Xbox 360, first XNA game, 2006)
  • Arena Wars Reloaded (RTS, 2007)
  • Fireburst (PC, Xbox 360, PS3, UE3, 2009/2011)
  • ZombieParty (iPad Party Game, 2010)
  • SoulCraft (iPhone, Android, WP7, 2011)
  • Many smaller iPhone Games and other projects …
                                                         3
What is the Delta Engine?
                  • Developed to create
                    games for all AppStore
                    platforms at once

                  • High quality 3D RPG game
                    SoulCraft to demonstrate
                    the capabilities and speed

                  • MobileBits cooperates with
                    companies like NVIDIA,
                    EA, Chillingo, Microsoft,
                    Bigpoint and more


                                             4
What is the Delta Engine?
   Develop with .NET for all AppStore platforms
   No need to learn different and dated languages for different
   platforms such as iPhone, Android and WP7

   Easy to learn and to build
   Use your favorite Windows-tools, check out our examples
   and just press the magic button to build for other platforms

   Lightweight and fast
   We did the hard work to optimize performance for all
   platforms - just include the parts you need for your game

   Teamwork made easy
   With our advanced content management system, editors for
   game designers and full support of all your favorite tools

   Assets and code are Open Source
   The Delta Engine and our example games are Open Source
   and you are invited to participate or to integrate other libraries
                                                                        6
4
Early version of the Soulcraft Tech Demo in January
2011 at the CES in Las Vegas with NVidia




                                                      7
Soulcraft Tech Demo




            Demo Time!




                         8
ZombieParty runs already on many Platforms


                                 October 2010




                                                9
Why Multiplatform?

 • Past: Only Windows Game Development
 • Recent: Shift towards Consoles, iPhone
 • Present: One platform or all platforms
    • Most teams still focus on one platform
    • Or you need an engine to be on many platforms
    • Examples:
       • Unreal Engine 3 (Consoles)
       • Unity (mostly iPhone)
       • XNA Framework (mostly Xbox 360)

                                                      10
Why Multiplatform?

        2003                           2009                                 2011
   PC   Consoles   Mobile         PC   Consoles   Mobile               PC   Consoles   Mobile




        3%

                                   17%                                                 23%
 31%

                                                           53%   57%
                            30%                                                              20%
                      66%




                                                                                                   11
Why Multiplatform?
Why not just develop iPhone Games?
• Mobile game market is shifting towards Android and WP7
• And growing on all platforms and devices (e.g. tablets this year)

Most apps are games (iPhone, Android,
WP7), but usually costs only 99 cents.      10 bn USD (2015)
Sell many apps on many platforms!



    1 bn USD (2009)




                                                                      12
Why is our engine different?
 • Most other engines are either:
    • Black boxes (Unity, UDK, Editors, Modding)
    • Just graphic frameworks for specific platforms
     (DirectX, XNA, OpenGL ES)
    • Or huge native code engines with high license costs
     (only suitable for big teams: Unreal, CryEngine, etc)
 • We like .NET, it allows more rapid development!
    • Only recently possible on all platforms
    • Xbox 360, WP7, Windows -> Microsoft
    • iPhone, Android, Linux, Mac -> Novell
                                                             13
Platforms and Languages
 • Most platforms have specific frameworks and usually only
  support 1-2 languages well:
    • iPhone: Objective-C (not very pretty)
    • Android: Java (lots of config files, can compile C too)
    • Windows Phone 7: Only C# (Silverlight or XNA)
    • Xbox 360: Native C++ (XDK, or C# with XNA, Xbla)
    • PS3, Wii: C++ (have their own frameworks, ES)
    • Linux: Mostly C++ (gcc), Java, also .NET (Mono)
    • MacOS: Objective C and C++ mostly
    • Windows can do everything (.NET, Java, Scripts, …)
                                                                14
C++ vs C# (setup graphics)




                             13
Open Source vs Proprietary


 Unity3D: Closed Model           Delta Engine: Open Model



    Game          Game
                               Game Code            Game Assets
    Code          Assets


        Unity Editor                Delta Engine Framework


                                Delta      Third Party
  Unity Engine Modules &                                 Custom
                               Engine       Engine
 Features (not customizable)                             Modules
                               Modules      Modules


        Black Boxes (Closed)               Customizable (Open)

                                                                   16
Extremely Open Engine
 • Source code available for free (starting July 2011)
 • Develop and publish your games on Windows
 • No costs for you!


 • If you want to deploy on any other platform than Windows:
    • You need a Delta Engine Multiplatform license
    • Access to easy to use tools (Launcher, Simulators)
    • Which will be cheap or royalty based, no worries
    • One click deploy, fast and easy with the Launcher


                                                           17
Launcher Addin for VS
• Directly integrated into Visual
 Studio 2010
• Also available as Standalone
 App for Testers
                                    e.g. Start Unit Tests
• Starts
 programs, games, tests, tutoria
 ls, samples on all supported
 devices
• Also shows lots of information
 about your project
                                                      18
Content, Content, Content
 • Today's games are mostly content driven
    • Especially on Consoles and PC
    • You usually have a powerful engine ready to go


 • Sharing content between games was almost impossible in
  the past, formats changed too often


 • The Delta Engine makes all content always available and
  will always work on all supported platforms


                                                         19
Content, Content, Content
• Example with XNA on Windows Phone 7
   • Artist saves .png image file or 3D Model
   • Content pipeline converts all files to .xnb
   • .xnb is the only format allowed for WP7


• Images are best stored as DDS files
   • XNA’s content pipeline does the
    conversion for you
   • 3D Models or Levels often need custom
    importers because of different needs
                                                   20
Content, Content, Content
Step 1: Add Content file to Content Project




Step 2: Load and use content in code




                                              20
Content, Content, Content
• Many content files depend on each other usually




• With the Delta Engine it works very similar and on all
 platforms, content is just not needed at compile time!
   • Things get more complex if you add more platforms
                                                           20
Content, Content, Content
• When testing on Windows needs 1-2 files per content
• Makes no sense to keep all formats for all platforms.
• Converting formats takes time. For example a single
 2048x2048 iPhone PVR Texture takes 30-40 seconds to
 save on really fast PC with 3.6Ghz (we got hundreds)
• So content is only converted when you actually need it
 and it has been changed (cache)
• Content is processed on Servers in the Cloud (currently
 one server can handle everything, but this will be
 expanded as more demand is needed)
                                                            21
Content, Content, Content
• Content is always automatically requested and build, there
 is no button to do it and a human will make too many
 mistakes choosing options anyway.
• Instead the build server decides all this and makes sure all
 content files work together, optimized as much as possible
   • Unused content is removed, Atlas textures are
    generated, content is optimized by the shaders used
• Crazy compression rates of 100:1 and more, which is really
 required for mobile games (ZombieHockey 2.8MB on
 WP7, 6 MB iPhone, PC version is 40MB, uncompressed
                                                                 22
Content, Content, Content
Example Atlas Textures (generated automatically, 2D & 3D)




                                                            23
Delta Engine Release
Questions? I hope you liked the presentation and the Engine.


                  Delta Engine Release
                     July 2011 (v0.9)
                   v1.0 coming end 2011
                  www.DeltaEngine.net


                    Already working on
   Windows, MacOS, Linux, iPhone, iPad, Windows Phone
   7, Android, Android Tablets, Nvidia Tegra, Xbox 360 and
                                                             24
Thank you for your attention

 Benjamin Nitschke        MobileBits GmbH
 CTO Delta Engine &             MobileBits GmbH
 exDream & MobileBits          Lerchenstrasse 28
                                 22767 Hamburg



                        Benjamin@DeltaEngine.net

Delta Engine @ CeBit 2011

  • 1.
    Multiplatform Development BenjaminNitschke MobileBits GmbH CTO Delta Engine & MobileBits GmbH exDream & MobileBits Lerchenstrasse 28 22767 Hamburg Benjamin@DeltaEngine.net
  • 2.
    Who is MobileBits? • Founded 2009 by Holtz, Griga, Nitschke & Wysk • Focus on Mobile Games • Developed many smaller Mobile Games • iSkat, ZombieParty, FlightSchool, Ewe Doodle, .. • Also is developing www.DeltaEngine.net • Allows developing games and apps in Windows • Deploys with one click on many platforms: • iPhone, iPad, Android, WP7, Xbox 360, Windows, MacOS, Linux, and many more 2
  • 3.
    Who is MobileBits? •Same team as exDream, known 10+ years for: • Twork (1997), WebWars (2000) • Rosho: Games for Kids (2001) • EuroVernichter (.NET, 2003) • Arena Wars (RTS, first commercial .NET game, 2004) • Armies of Steel (Prototype, RTS, 2005) • Rocket Commander (Open Source, 2005) • XNA Racing Game (Xbox 360, first XNA game, 2006) • Arena Wars Reloaded (RTS, 2007) • Fireburst (PC, Xbox 360, PS3, UE3, 2009/2011) • ZombieParty (iPad Party Game, 2010) • SoulCraft (iPhone, Android, WP7, 2011) • Many smaller iPhone Games and other projects … 3
  • 4.
    What is theDelta Engine? • Developed to create games for all AppStore platforms at once • High quality 3D RPG game SoulCraft to demonstrate the capabilities and speed • MobileBits cooperates with companies like NVIDIA, EA, Chillingo, Microsoft, Bigpoint and more 4
  • 5.
    What is theDelta Engine? Develop with .NET for all AppStore platforms No need to learn different and dated languages for different platforms such as iPhone, Android and WP7 Easy to learn and to build Use your favorite Windows-tools, check out our examples and just press the magic button to build for other platforms Lightweight and fast We did the hard work to optimize performance for all platforms - just include the parts you need for your game Teamwork made easy With our advanced content management system, editors for game designers and full support of all your favorite tools Assets and code are Open Source The Delta Engine and our example games are Open Source and you are invited to participate or to integrate other libraries 6
  • 6.
  • 7.
    Early version ofthe Soulcraft Tech Demo in January 2011 at the CES in Las Vegas with NVidia 7
  • 8.
  • 9.
    ZombieParty runs alreadyon many Platforms October 2010 9
  • 10.
    Why Multiplatform? •Past: Only Windows Game Development • Recent: Shift towards Consoles, iPhone • Present: One platform or all platforms • Most teams still focus on one platform • Or you need an engine to be on many platforms • Examples: • Unreal Engine 3 (Consoles) • Unity (mostly iPhone) • XNA Framework (mostly Xbox 360) 10
  • 11.
    Why Multiplatform? 2003 2009 2011 PC Consoles Mobile PC Consoles Mobile PC Consoles Mobile 3% 17% 23% 31% 53% 57% 30% 20% 66% 11
  • 12.
    Why Multiplatform? Why notjust develop iPhone Games? • Mobile game market is shifting towards Android and WP7 • And growing on all platforms and devices (e.g. tablets this year) Most apps are games (iPhone, Android, WP7), but usually costs only 99 cents. 10 bn USD (2015) Sell many apps on many platforms! 1 bn USD (2009) 12
  • 13.
    Why is ourengine different? • Most other engines are either: • Black boxes (Unity, UDK, Editors, Modding) • Just graphic frameworks for specific platforms (DirectX, XNA, OpenGL ES) • Or huge native code engines with high license costs (only suitable for big teams: Unreal, CryEngine, etc) • We like .NET, it allows more rapid development! • Only recently possible on all platforms • Xbox 360, WP7, Windows -> Microsoft • iPhone, Android, Linux, Mac -> Novell 13
  • 14.
    Platforms and Languages • Most platforms have specific frameworks and usually only support 1-2 languages well: • iPhone: Objective-C (not very pretty) • Android: Java (lots of config files, can compile C too) • Windows Phone 7: Only C# (Silverlight or XNA) • Xbox 360: Native C++ (XDK, or C# with XNA, Xbla) • PS3, Wii: C++ (have their own frameworks, ES) • Linux: Mostly C++ (gcc), Java, also .NET (Mono) • MacOS: Objective C and C++ mostly • Windows can do everything (.NET, Java, Scripts, …) 14
  • 15.
    C++ vs C#(setup graphics) 13
  • 16.
    Open Source vsProprietary Unity3D: Closed Model Delta Engine: Open Model Game Game Game Code Game Assets Code Assets Unity Editor Delta Engine Framework Delta Third Party Unity Engine Modules & Custom Engine Engine Features (not customizable) Modules Modules Modules Black Boxes (Closed) Customizable (Open) 16
  • 17.
    Extremely Open Engine • Source code available for free (starting July 2011) • Develop and publish your games on Windows • No costs for you! • If you want to deploy on any other platform than Windows: • You need a Delta Engine Multiplatform license • Access to easy to use tools (Launcher, Simulators) • Which will be cheap or royalty based, no worries • One click deploy, fast and easy with the Launcher 17
  • 18.
    Launcher Addin forVS • Directly integrated into Visual Studio 2010 • Also available as Standalone App for Testers e.g. Start Unit Tests • Starts programs, games, tests, tutoria ls, samples on all supported devices • Also shows lots of information about your project 18
  • 19.
    Content, Content, Content • Today's games are mostly content driven • Especially on Consoles and PC • You usually have a powerful engine ready to go • Sharing content between games was almost impossible in the past, formats changed too often • The Delta Engine makes all content always available and will always work on all supported platforms 19
  • 20.
    Content, Content, Content •Example with XNA on Windows Phone 7 • Artist saves .png image file or 3D Model • Content pipeline converts all files to .xnb • .xnb is the only format allowed for WP7 • Images are best stored as DDS files • XNA’s content pipeline does the conversion for you • 3D Models or Levels often need custom importers because of different needs 20
  • 21.
    Content, Content, Content Step1: Add Content file to Content Project Step 2: Load and use content in code 20
  • 22.
    Content, Content, Content •Many content files depend on each other usually • With the Delta Engine it works very similar and on all platforms, content is just not needed at compile time! • Things get more complex if you add more platforms 20
  • 23.
    Content, Content, Content •When testing on Windows needs 1-2 files per content • Makes no sense to keep all formats for all platforms. • Converting formats takes time. For example a single 2048x2048 iPhone PVR Texture takes 30-40 seconds to save on really fast PC with 3.6Ghz (we got hundreds) • So content is only converted when you actually need it and it has been changed (cache) • Content is processed on Servers in the Cloud (currently one server can handle everything, but this will be expanded as more demand is needed) 21
  • 24.
    Content, Content, Content •Content is always automatically requested and build, there is no button to do it and a human will make too many mistakes choosing options anyway. • Instead the build server decides all this and makes sure all content files work together, optimized as much as possible • Unused content is removed, Atlas textures are generated, content is optimized by the shaders used • Crazy compression rates of 100:1 and more, which is really required for mobile games (ZombieHockey 2.8MB on WP7, 6 MB iPhone, PC version is 40MB, uncompressed 22
  • 25.
    Content, Content, Content ExampleAtlas Textures (generated automatically, 2D & 3D) 23
  • 26.
    Delta Engine Release Questions?I hope you liked the presentation and the Engine. Delta Engine Release July 2011 (v0.9) v1.0 coming end 2011 www.DeltaEngine.net Already working on Windows, MacOS, Linux, iPhone, iPad, Windows Phone 7, Android, Android Tablets, Nvidia Tegra, Xbox 360 and 24
  • 27.
    Thank you foryour attention Benjamin Nitschke MobileBits GmbH CTO Delta Engine & MobileBits GmbH exDream & MobileBits Lerchenstrasse 28 22767 Hamburg Benjamin@DeltaEngine.net