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Making of Colab
Peter @sHTiF Stefcek / Pixel Federation
About me
● Basic, Pascal, Assembler, C/C++/ C#, Java, JS, ActionScript, Haxe…
● Demoscene
● Developer of 2D GPU engine Genome2D
● Consultant on GPU optimizations
● Ogre, Cocos2D, Unity, Unreal Engine
● Lead Software Architect at Pixel Federation
The Concept
The Result
Only Constant is Change
● Edge technology changes in very short cycles
● There is simply no information
● Keep it light and keep it tight
● Went through 9 Unreal versions
Hardware everywhere
Squeky wheel
● Communicate communicate communicate
● PR all the way
● Networking is the key
● The are all the “same”
Lets Go Mobile
Whoops
● 3 FPS
● Testing wasn’t perfect
● Unreal doesn’t know your project
● Profiling profiling profiling
● External tools
Lets optimize
● Custom visibility culling
● Merge meshes where possible
● Instancing the smart way
● Minize the shaders
● Avoid fillrate hits, polygons over pixels
Call the Doc

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Making of Colab

  • 1. Making of Colab Peter @sHTiF Stefcek / Pixel Federation
  • 2.
  • 3. About me ● Basic, Pascal, Assembler, C/C++/ C#, Java, JS, ActionScript, Haxe… ● Demoscene ● Developer of 2D GPU engine Genome2D ● Consultant on GPU optimizations ● Ogre, Cocos2D, Unity, Unreal Engine ● Lead Software Architect at Pixel Federation
  • 6. Only Constant is Change ● Edge technology changes in very short cycles ● There is simply no information ● Keep it light and keep it tight ● Went through 9 Unreal versions
  • 8. Squeky wheel ● Communicate communicate communicate ● PR all the way ● Networking is the key ● The are all the “same”
  • 10. Whoops ● 3 FPS ● Testing wasn’t perfect ● Unreal doesn’t know your project ● Profiling profiling profiling ● External tools
  • 11. Lets optimize ● Custom visibility culling ● Merge meshes where possible ● Instancing the smart way ● Minize the shaders ● Avoid fillrate hits, polygons over pixels