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Powering Web + Mobile Games to
Reach Everyone
Cross-platform
Rendering
Flexible and High Quality
All Features are Cross Platform
Render Graph Time-of-day
Simulation/At
mospheric
Scattering
Flexible
Materials
System
All Features are Cross Platform
Indirect lighting Shadowing
Indirect Lighting
- Available on any platforms
Expansive Terrain
- Available on any platforms
Animation Blending
- Available on any platforms
Physics by Bullet on
Desktop, Web, and Mobile.
Supporting platform
10
No plugins for web
- Support HTML5 and WebGL
11
Rapid Development
Get to the market faster on ever
changing mobile platforms.
re
15
16
Test game in tool
Profiler for events
17
Profiler for frames
Profiler for memory
Haxe
Script-based engine
Game code in Lua or
Javascript
Game engine
Run script on the engine
for each platform
Reach3dx engine
Game code in Haxe Compiled in native
language for platform
(C++ or Javascript)
Compiled native
Reach3dx
Run native code with
compiled game engine
Layer structure Reach3dx
Language: Haxe
OpenFL framework
Reach3dx
Game code
set
Hello, World
class Hello {
static function main() {
trace("Hello World !");
}
}
Haxe VS Javascript
Haxe
var waitAndPrintValue =
function(value) {
var storedValue = value;
Timer.delay(function () {
trace(Date.now(),
storedValue);
}, 3000);
}
JavaScript
var waitAndPrintValue =
function(value) {
var storedValue = value;
setTimeout(function () {
console.log(Date.now(),
storedValue);
}, 3000);
}
Local variables
var x;
var y = 3;
var z : String;
var w : String = "";
var a, b : Bool, c : Int = 0;
Arrays
var a : Array<Int> = [1, 2, 3, 4];
var multiDimArray: Array<Array<int>
> = [ [1, 2, 3],
[4, 5],
[6, 7, 8, 9] ];
If
if( life == 0 ) destroy();
if(flag) 1 else 2;
//Similar to ternary C a?b:c
var x = ( x <upperBound )? x:
upperBound;
While
var i = 0;
while( i<10 ){
//…
i++;
}
For
for ( i in 0… a.length ){
foo( a[i] );
}
Exception
function foo(){
//….
throw “invalid foo”;
}
Exception
try{
foo();
}catch( e:String ){
//handle exception
}
Define class
package my.pack;
class MyClass {
var id : Int;
static var name : String = "MyString";
function foo() : Void {
}
static function bar( s : String, v : Bool ) : Void
{
}
}
Access field
var myInstance:MyClass;
myInstance.foo();
trace( MyClass::name ); // print ‘MyString’
MyClass::bar( “Hello, Hi”, False );
Code snip
http://haxe.org/doc/snip
Haxe, more detail
35
It’s a modern language.
• Object-Oriented Programming
• Garbage collection
• Strict typing but with Dynamic support
• Packages and modules
• Generics with one or several constraint
• Metadata
• Conditional compilation
• Embed native code in Haxe code.
• Syntax shortcuts using macros
……...
Haxe, more detail
36
Powerful standard libraries support
• File system access
• Array, List, Hash, IntHash, and Map
• Date, Math
• Regular expression
• Lambda
• Serialization
• Http requests / response, Web dispatcher
• Unit test framework
Link external module
Game
code set
in Haxe
External
module in
C++, Java,
and Javascript
NME extensionNME extension
Link external module
38
Game
code set
in Haxe
External
module in
C++, Java,
and Javascript
Haxe
interface
Compile……
.
Compile……
.
Compiled
game
code in C++,
Java, and
Javascript
External
module in
C++, Java,
and Javascript
Haxe
interface
How to
• C and C++
• Use CFFI (C Foreign Function Interface ).
• Javascript
• Use untyped to wrap Haxe to Javascript
directly.
• Java
• Use JNI binding by CFFI.
• Haxe->JNI binded by CFFI->Java.
39
Example: Bullet
• For native version
• Use CFFI and map
C++ to Haxe.
• For HTML5
• Use Javascript
compiled version
(Ammo.js) and map
to Haxe.
40
GUI
• Recommend basic ‘Bitmap’ and flash library.
• There are several GUI libraries for OpenFL.
• Guise-Unified UI for Haxe: http://goo.gl/r4brjq
• StablexUI: http://goo.gl/NeITwP
Roadmap for 2015
• Light pre-pass
rendering for 1000s
of dynamic lights
• Graph animation
editor
• Advanced lighting
and shading, e.g.
sub-surface
scattering
• Particle animation
www.reach3dx.com
For further information,
contact info@reach3dx.com

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Introduction of Reach3dx

Editor's Notes

  1. Reach3dx offers a cross-platform rendering solution. You can rune native OpenGL on Mobile.
  2. All features are Cross-Platform
  3. Our full lighting solution and shadows run on Mobile.
  4. Editor - familiar interface
  5. dynamic lighting on all platforms.
  6. terrain in our demo is 100 square kilometers
  7. skinning on mobile
  8. Integrate native libraries into the engine
  9. small team took two months to put together our prototype
  10. We are using Chromium for our debugger. This shows how long it is rendering per frame
  11. This is the chromium debugger for memory use and garbage collection each spike is a garbage collection
  12. Reach3dx is written in the Haxe script language. Based on flash action script and the difference from other solutions is it compiles to native code.
  13. After compiling, no layers between your code and game engine. Diagram showing how Haxe works. It can become C++ or Javascript. It’s essentially a hybrid coding language.