SlideShare a Scribd company logo
How We Did 60fps
In Our 3D RTS Mobile Game
Daniel Sim - Senior Developer
Nonstop Games - A King studio
Oct 2014
● Quick Intro
● 3D RTS on Mobile
● Q&A
● Hands-on + Lunch
Overview
About Me
● Started Game Programming in 1987
● Was a “3D Artist” in a previous life (7 years)
● Made game that hit #23 What’s Hot Role
Playing Games for iPad (U.S. App Store)
● MMO Gamer - WoW, EVE Online
● 2009 Singapore Champion - Radio
Controlled Helicopter Aerobatics
● Founded in 2011 - Teemu, Henrik, Juha,
Henric
o 17 of us - Passionate about Making Games Gamers
Love
o Encourage Innovation, Individuality
About Nonstop Games
● Real-time Map Strategy War Game (2D)
● App Store Feature (> 100 countries)
Heroes of Honor
About the Kingdom
● Maker of Candy Crush, Farm Heroes, Pet
Rescue, and more!
● 6 Studios in Europe
● Nonstop Games is King’s 1st Studio in Asia!
● Bi-annual Infomarket
● Induction in Europe (Berlin)
● Brand New Office in the City
● Access to network of artist and developers
(Platforms to Share Knowledge)
● And more!
Kingdom Perks
Global Kingdom of Fun
● 345 Million Monthly UNIQUE Users
● 1.2 Billion Average Daily Game Plays
● Truly Free-to-play
Nonstop Games - A King Studio
● Independent Studio
● Fun, Innovative Games
● Beyond Traditional Casual Genre
● Bring Best of East to the Global Market
● Amazing Games in the pipeline
Introducing Our Tech Demo
● FLEET - Naval RTS Prototype
o Current Mobile RTS Examples
o What Might Happen in The Near Future
o Requirements for the Tech Demo
o Ocean Simulation
o Tech Details
o Rendering Techniques
Current Mobile RTS On Mobile
● Clash of Clans
● Boom Beach
In The Near Future...
● High Fidelity 3D Graphics
● Silky Smooth Framerates
● More Complex Battle Mechanics
● Lots of RTS games on mobile
● Many “entry-level” smartphones in use
Tech Demo Requirements
● Naval Combat Game (with Vikings!)
● Hundreds of Units (3D Character Animation)
● Particle Effects for Explosions and Water
● WOW! Ocean Simulation+Effects
● Real-time Physics+AI for Units
● < 100MB Memory Usage (Core Runtime)
Ocean Demo
Video time!
Ocean Simulation
● Try for “Never seen before”
● Works on “all” phones
● Complex Problem
● Techniques apply to any “ground”
Pieces of an Ocean
Detail Normal Maps
Reflection Map
Displacement+Normal Maps
Displace+Normal Animated Blend
Map A moves
Map B is faster
● RGB is Normal, Alpha is Displacement
● 8x Over-sample over U axis
● Same Technique for Detail Normal Maps
Detail Normal Maps
● Inexpensive “Close-up” Detail
● 4 Normal Map Layers in total
3D Normals into 2D Texture Coords
Reflection Map (Fresnel Mimic)
Challenges (of Oceanic proportions)
● Displacement and Normal Map Size
● Reflection Mapping
● Texture Look-up Bandwidth
● Artist deliver the “Punchline”
● Particle Projection Mapping
o Pre-render Noise
o Generate Projected Mesh
o Minimize Overdraw
o A Whole Topic on its own
Epic Naval Battle
Another video!
Tech Details (Entities)
● Fleet Prototype @60fps (iPad 4)
o 4k Bone Animated Tris (4 skin weights per vertex)
o 23k Transform Animated Tris
o 42k Static Tris
o Above Tris are with normals and lit with 2 lights,
ambient + directional
o Box2D physics with 30 dynamic bodies and 28 static
bodies
Tech Details (Ocean + Effects)
● Full scene displacement animated Ocean
Mesh
o 32k tris
o 3.9k tris with particle billboard animation projected
on Ocean Mesh (Ship Wakes)
● Particle Effects
o 1.6k particle billboard animated sprite tris
o Smoke, Explosions and Spells
● Grand Total
o 107,000 Triangles Per Frame
Tech Details (AI, Sound)
● AI + Physics
o Nearest target fire and movement
o AI controls 30 ships
● 16 concurrent sound channels
o 3D spatial processing
32 Ships and a Base on an iPad 2
Brand X (3D Engine)
26 FPS
44 FPS
3D Rendering (1 of 3)
● SIMD capable Vector Math
o GLM - Second fastest library, most portable
● Vertex Buffer Objects (VBO)
o Pre-load vertex data to GPU
● Vertex Array Objects (VAO)
o Pre-configure rendering programs on GPU
3D Rendering (2 of 3)
● Multi-thread Ready (WIP)
o Entity Render States are Thread Safe
● Future Proof
o Apple Metal Ready
o UBO and Geometry Instancing will be quick to
integrate (OpenGL ES 3.0)
● Vertex Cache Optimized Mesh Export
3D Rendering (3 of 3)
● Particle Animation
o Export Baked Animation from Maya
o Animated Attributes Per Particle:
 Sprite Frame
 Opacity
 Twist
 Scale
Shaders
● Right Shader for the Right Job
o Optimize where it matters
o Easy to write, use and benchmark custom shader
● Shader Uniforms
o Aggressive use
o 400% faster than glBufferData (selected use case)
Animation
● Export from C++ Maya Plugin
o Skeleton Animation
o Quaternion Rotations
 Record and Interpolation
● GPU based mesh deformation
File Formats
● Mesh, Animation, Collision, Particle and Font
● No-fluff Binary
o Depends on Artist/Content Tools to pull-it together.
● Memory dump of GPU buffer
o As fast as it gets
o Not possible all the time
o Amazing with Apple Metal
Questions Please!
● Know Each Other Better
● Seen how we make a naval RTS game
● Went through rendering techniques
● Try the Tech Demo for yourself
o Lunch!
Recap
nonstop-games.com/jobs
linkedin.com/in/danniesim
Thank You!

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How we did 60FPS in our 3D RTS mobile game

  • 1. How We Did 60fps In Our 3D RTS Mobile Game Daniel Sim - Senior Developer Nonstop Games - A King studio Oct 2014
  • 2. ● Quick Intro ● 3D RTS on Mobile ● Q&A ● Hands-on + Lunch Overview
  • 3. About Me ● Started Game Programming in 1987 ● Was a “3D Artist” in a previous life (7 years) ● Made game that hit #23 What’s Hot Role Playing Games for iPad (U.S. App Store) ● MMO Gamer - WoW, EVE Online ● 2009 Singapore Champion - Radio Controlled Helicopter Aerobatics
  • 4.
  • 5.
  • 6. ● Founded in 2011 - Teemu, Henrik, Juha, Henric o 17 of us - Passionate about Making Games Gamers Love o Encourage Innovation, Individuality About Nonstop Games
  • 7. ● Real-time Map Strategy War Game (2D) ● App Store Feature (> 100 countries) Heroes of Honor
  • 8.
  • 9. About the Kingdom ● Maker of Candy Crush, Farm Heroes, Pet Rescue, and more! ● 6 Studios in Europe ● Nonstop Games is King’s 1st Studio in Asia! ● Bi-annual Infomarket
  • 10. ● Induction in Europe (Berlin) ● Brand New Office in the City ● Access to network of artist and developers (Platforms to Share Knowledge) ● And more! Kingdom Perks
  • 11. Global Kingdom of Fun ● 345 Million Monthly UNIQUE Users ● 1.2 Billion Average Daily Game Plays ● Truly Free-to-play
  • 12. Nonstop Games - A King Studio ● Independent Studio ● Fun, Innovative Games ● Beyond Traditional Casual Genre ● Bring Best of East to the Global Market ● Amazing Games in the pipeline
  • 13. Introducing Our Tech Demo ● FLEET - Naval RTS Prototype o Current Mobile RTS Examples o What Might Happen in The Near Future o Requirements for the Tech Demo o Ocean Simulation o Tech Details o Rendering Techniques
  • 14. Current Mobile RTS On Mobile ● Clash of Clans ● Boom Beach
  • 15. In The Near Future... ● High Fidelity 3D Graphics ● Silky Smooth Framerates ● More Complex Battle Mechanics ● Lots of RTS games on mobile ● Many “entry-level” smartphones in use
  • 16. Tech Demo Requirements ● Naval Combat Game (with Vikings!) ● Hundreds of Units (3D Character Animation) ● Particle Effects for Explosions and Water ● WOW! Ocean Simulation+Effects ● Real-time Physics+AI for Units ● < 100MB Memory Usage (Core Runtime)
  • 18. Ocean Simulation ● Try for “Never seen before” ● Works on “all” phones ● Complex Problem ● Techniques apply to any “ground”
  • 19. Pieces of an Ocean Detail Normal Maps Reflection Map Displacement+Normal Maps
  • 20. Displace+Normal Animated Blend Map A moves Map B is faster ● RGB is Normal, Alpha is Displacement ● 8x Over-sample over U axis ● Same Technique for Detail Normal Maps
  • 21. Detail Normal Maps ● Inexpensive “Close-up” Detail ● 4 Normal Map Layers in total
  • 22. 3D Normals into 2D Texture Coords Reflection Map (Fresnel Mimic)
  • 23. Challenges (of Oceanic proportions) ● Displacement and Normal Map Size ● Reflection Mapping ● Texture Look-up Bandwidth ● Artist deliver the “Punchline” ● Particle Projection Mapping o Pre-render Noise o Generate Projected Mesh o Minimize Overdraw o A Whole Topic on its own
  • 25. Tech Details (Entities) ● Fleet Prototype @60fps (iPad 4) o 4k Bone Animated Tris (4 skin weights per vertex) o 23k Transform Animated Tris o 42k Static Tris o Above Tris are with normals and lit with 2 lights, ambient + directional o Box2D physics with 30 dynamic bodies and 28 static bodies
  • 26. Tech Details (Ocean + Effects) ● Full scene displacement animated Ocean Mesh o 32k tris o 3.9k tris with particle billboard animation projected on Ocean Mesh (Ship Wakes) ● Particle Effects o 1.6k particle billboard animated sprite tris o Smoke, Explosions and Spells ● Grand Total o 107,000 Triangles Per Frame
  • 27. Tech Details (AI, Sound) ● AI + Physics o Nearest target fire and movement o AI controls 30 ships ● 16 concurrent sound channels o 3D spatial processing
  • 28. 32 Ships and a Base on an iPad 2 Brand X (3D Engine)
  • 31. 3D Rendering (1 of 3) ● SIMD capable Vector Math o GLM - Second fastest library, most portable ● Vertex Buffer Objects (VBO) o Pre-load vertex data to GPU ● Vertex Array Objects (VAO) o Pre-configure rendering programs on GPU
  • 32. 3D Rendering (2 of 3) ● Multi-thread Ready (WIP) o Entity Render States are Thread Safe ● Future Proof o Apple Metal Ready o UBO and Geometry Instancing will be quick to integrate (OpenGL ES 3.0) ● Vertex Cache Optimized Mesh Export
  • 33. 3D Rendering (3 of 3) ● Particle Animation o Export Baked Animation from Maya o Animated Attributes Per Particle:  Sprite Frame  Opacity  Twist  Scale
  • 34. Shaders ● Right Shader for the Right Job o Optimize where it matters o Easy to write, use and benchmark custom shader ● Shader Uniforms o Aggressive use o 400% faster than glBufferData (selected use case)
  • 35. Animation ● Export from C++ Maya Plugin o Skeleton Animation o Quaternion Rotations  Record and Interpolation ● GPU based mesh deformation
  • 36. File Formats ● Mesh, Animation, Collision, Particle and Font ● No-fluff Binary o Depends on Artist/Content Tools to pull-it together. ● Memory dump of GPU buffer o As fast as it gets o Not possible all the time o Amazing with Apple Metal
  • 38. ● Know Each Other Better ● Seen how we make a naval RTS game ● Went through rendering techniques ● Try the Tech Demo for yourself o Lunch! Recap

Editor's Notes

  1. Say name, ask who’s here, what am I passionate about? AAA 3D Games, Mobile 3D Games, 2D Games, Not a graphics programmer, not a programmer How We Do 60fps in Our 3D RTS Mobile Game Synopsis: Find out what Nonstop Games is all about and how being part of King - Makers of Candy Crush, helps us push the limits of core gaming on mobile. Take a peek at our Fleet Tech Demo and engage in a Q&A session about 3D Rendering and RTS Gameplay Tech. Topics include: Render and animation of a large army Real-time Hyper-real Ocean Simulation Particle Effects (including Projected Particles) Real-time Physics Integration Pushing Mobile Memory and Computational Limits
  2. Bring personally and background into it. Put pressure on audience (take it off self)
  3. When and why I joined.
  4. Maker of CC, List games, 6 studios in Europe with nonstop 1st studio in asia Mostly Casual Games, what’s life like in King, Work hard fun at same time, Infomarket, network part of bigger community
  5. Longer to hire awesome talented people to make kick-a$$ games. Learning & Development Opportunities
  6. Introduce Fleet demo - Naval Wargame Prototype
  7. Why retina screen, 4x more pixels on screen, stop and ask
  8. Ask for question
  9. “Off-the-shelf” Performance. Shaders are Unity mobile-optimized shaders. Can be optimized much more. Some particles effects for Wakes of ships. No gameplay. Simple animation of ships orbiting islands.
  10. This is with UI, physics, particle effects, ocean simulation, gameplay.
  11. Intro about rendering
  12. Reiterate looking for awesome people to work with….