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MILAN 20/21.11.2015
Mobile senza Unity: il caso SBK
GIUSEPPE NAVARRIA – DIGITAL TALES
MILAN 20/21.11.2015 - SPEAKER’S NAMEGIUSEPPE NAVARRIA
SBK Official Mobile Game
- Due titoli: SBK14 e SBK15
- Tre piattaforme:
iOS, Android, Windows Phone
- Più di 10 Milioni di downloads
- 99.9% scritto in C++
MILAN 20/21.11.2015 - SPEAKER’S NAMEGIUSEPPE NAVARRIA
Lo sviluppo di SBK14
Correva l'anno 2013: L'iPhone 5 era appena uscito!
Il nostro target era però MOLTO più basso...
Vi ricordate questi?
SBK14 gira anche su iPhone 3GS e iPod Touch 4G
MILAN 20/21.11.2015 - SPEAKER’S NAMEGIUSEPPE NAVARRIA
Partenza: il glorioso Ducati Challenge (2011)
MILAN 20/21.11.2015 - SPEAKER’S NAMEGIUSEPPE NAVARRIA
SBK15: screenshots di gioco
MILAN 20/21.11.2015 - SPEAKER’S NAMEGIUSEPPE NAVARRIA
MILAN 20/21.11.2015 - SPEAKER’S NAMEGIUSEPPE NAVARRIA
Rendering della pista
Ambient Occlusion e Lightmap generate usando immagini
HDR (Image-Based Lighting)
MILAN 20/21.11.2015 - SPEAKER’S NAMEGIUSEPPE NAVARRIA
Oltre a materiale ufficiale fornito dai circuiti (molto spesso quasi inutile...)
Abbiamo usato Streetview e giri di pista su Youtube.
SBK14 (early alpha) vs Real Life
MILAN 20/21.11.2015 - SPEAKER’S NAMEGIUSEPPE NAVARRIA
MILAN 20/21.11.2015 - SPEAKER’S NAMEGIUSEPPE NAVARRIA
SBK (early alpha) vs Real Life
MILAN 20/21.11.2015 - SPEAKER’S NAMEGIUSEPPE NAVARRIA
Ottimizzazioni
MILAN 20/21.11.2015 - SPEAKER’S NAMEGIUSEPPE NAVARRIA
Ottimizzazioni
- Circa 60-70.000 poligoni a
schermo
- Texture atlas e batch
geometria per materiale
- <100 drawcall in media
MILAN 20/21.11.2015 - SPEAKER’S NAMEGIUSEPPE NAVARRIA
I modelli dei piloti usano 4 diverse mesh che cambiano in
base alla distanza dalla camera (LOD).
Lo skinning delle animazioni viene fatto su GPU.
MILAN 20/21.11.2015 - SPEAKER’S NAMEGIUSEPPE NAVARRIA
LOD
(Level of Detail)
No LOD
MILAN 20/21.11.2015 - SPEAKER’S NAMEGIUSEPPE NAVARRIA
- Meno precisi ma...
- Molto performanti!
(meno memoria video,
un solo texture read)
I riflessi sulle moto usano delle spheremaps invece
delle classiche cubemaps.
MILAN 20/21.11.2015 - SPEAKER’S NAMEGIUSEPPE NAVARRIA
Blob shadows
Su iPhone 4 e iPad 2 non c'erano tante alternative per le
ombre su mobile...
Hard-Edge Shadows
MILAN 20/21.11.2015 - SPEAKER’S NAMEGIUSEPPE NAVARRIA
In base
all'orientamento della
moto rispetto al sole
vengono presi e
“pesati” tra loro due
frame, in modo da
evitare scatti.
Viene anche usata una
“blob shadow” per
simulare ulteriore
occlusion.
SBK usa dei buffer con ombre precalcolate a varie
inclinazioni. Il buffer viene poi usato come LUT:
MILAN 20/21.11.2015 - SPEAKER’S NAMEGIUSEPPE NAVARRIA
Questa tecnica ci ha permesso ombre ad una buona
qualità sempre attive su tutte le moto!
MILAN 20/21.11.2015 - SPEAKER’S NAMEGIUSEPPE NAVARRIA
FatCat: engine cross platform per mobile e PC
MILAN 20/21.11.2015 - SPEAKER’S NAMEGIUSEPPE NAVARRIA
Diviso in tanti comodi moduli...
...troppi?
MILAN 20/21.11.2015 - SPEAKER’S NAMEGIUSEPPE NAVARRIA
MILAN 20/21.11.2015 - SPEAKER’S NAMEGIUSEPPE NAVARRIA
- Classi astratte o di alto livello dentro la
libreria “core”
- Implementazione DirectX e OpenGL su PC
(due moduli diversi, è possibile scegliere
quale renderer usare all'avvio)
- OpenGL ES su iOS e Android
- DirectX 11 su Windows Phone 8.1 e 10
Esempio: Modulo “Renderer”
MILAN 20/21.11.2015 - SPEAKER’S NAMEGIUSEPPE NAVARRIA
Classe base VertexBuffer:
MILAN 20/21.11.2015 - SPEAKER’S NAMEGIUSEPPE NAVARRIA
Implementazione DirectX tramite ID3D11Buffer
MILAN 20/21.11.2015 - SPEAKER’S NAMEGIUSEPPE NAVARRIA
Implementazione OpenGL ES tramite VBO e VAO
MILAN 20/21.11.2015 - SPEAKER’S NAMEGIUSEPPE NAVARRIA
Implementare le feature richieste da Microsoft
sarebbe stato molto problematico con Unity:
SDK Windows 10, Live Tiles, Universal App ma
specialmente supporto ai device con 512mb di
ram con stessa qualità e performance degli altri.
SBK15, lancio esclusivo Windows Phone
MILAN 20/21.11.2015 - SPEAKER’S NAMEGIUSEPPE NAVARRIA
Se iniziate da zero...
la risposta probabilmente è no!
Ha ancora senso oggi sviluppare la propria
tech su mobile?
MILAN 20/21.11.2015 - SPEAKER’S NAMEGIUSEPPE NAVARRIA
- Tony Cairoli Challenge
- SBK Gear-VR
(Disponibili in questi giorni le demo
giocabili ad EICMA)
- SBK16
- Bookbound Brigade (console e PC)
Il futuro di “FatCat”?
MILAN 20/21.11.2015
GIUSEPPE NAVARRIA
DIGITAL TALES
MILAN 20/21.11.2015 - SPEAKER’S NAME
Leave your feedback on Joind.in!
https://m.joind.in/event/codemotion-milan-2015
GIUSEPPE NAVARRIA

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Giuseppe Navarria - Mobile senza Unity: il caso SBK

  • 1. MILAN 20/21.11.2015 Mobile senza Unity: il caso SBK GIUSEPPE NAVARRIA – DIGITAL TALES
  • 2. MILAN 20/21.11.2015 - SPEAKER’S NAMEGIUSEPPE NAVARRIA SBK Official Mobile Game - Due titoli: SBK14 e SBK15 - Tre piattaforme: iOS, Android, Windows Phone - Più di 10 Milioni di downloads - 99.9% scritto in C++
  • 3. MILAN 20/21.11.2015 - SPEAKER’S NAMEGIUSEPPE NAVARRIA Lo sviluppo di SBK14 Correva l'anno 2013: L'iPhone 5 era appena uscito! Il nostro target era però MOLTO più basso... Vi ricordate questi? SBK14 gira anche su iPhone 3GS e iPod Touch 4G
  • 4. MILAN 20/21.11.2015 - SPEAKER’S NAMEGIUSEPPE NAVARRIA Partenza: il glorioso Ducati Challenge (2011)
  • 5. MILAN 20/21.11.2015 - SPEAKER’S NAMEGIUSEPPE NAVARRIA SBK15: screenshots di gioco
  • 6. MILAN 20/21.11.2015 - SPEAKER’S NAMEGIUSEPPE NAVARRIA
  • 7. MILAN 20/21.11.2015 - SPEAKER’S NAMEGIUSEPPE NAVARRIA Rendering della pista Ambient Occlusion e Lightmap generate usando immagini HDR (Image-Based Lighting)
  • 8. MILAN 20/21.11.2015 - SPEAKER’S NAMEGIUSEPPE NAVARRIA Oltre a materiale ufficiale fornito dai circuiti (molto spesso quasi inutile...) Abbiamo usato Streetview e giri di pista su Youtube. SBK14 (early alpha) vs Real Life
  • 9. MILAN 20/21.11.2015 - SPEAKER’S NAMEGIUSEPPE NAVARRIA
  • 10. MILAN 20/21.11.2015 - SPEAKER’S NAMEGIUSEPPE NAVARRIA SBK (early alpha) vs Real Life
  • 11. MILAN 20/21.11.2015 - SPEAKER’S NAMEGIUSEPPE NAVARRIA Ottimizzazioni
  • 12. MILAN 20/21.11.2015 - SPEAKER’S NAMEGIUSEPPE NAVARRIA Ottimizzazioni - Circa 60-70.000 poligoni a schermo - Texture atlas e batch geometria per materiale - <100 drawcall in media
  • 13. MILAN 20/21.11.2015 - SPEAKER’S NAMEGIUSEPPE NAVARRIA I modelli dei piloti usano 4 diverse mesh che cambiano in base alla distanza dalla camera (LOD). Lo skinning delle animazioni viene fatto su GPU.
  • 14. MILAN 20/21.11.2015 - SPEAKER’S NAMEGIUSEPPE NAVARRIA LOD (Level of Detail) No LOD
  • 15. MILAN 20/21.11.2015 - SPEAKER’S NAMEGIUSEPPE NAVARRIA - Meno precisi ma... - Molto performanti! (meno memoria video, un solo texture read) I riflessi sulle moto usano delle spheremaps invece delle classiche cubemaps.
  • 16. MILAN 20/21.11.2015 - SPEAKER’S NAMEGIUSEPPE NAVARRIA Blob shadows Su iPhone 4 e iPad 2 non c'erano tante alternative per le ombre su mobile... Hard-Edge Shadows
  • 17. MILAN 20/21.11.2015 - SPEAKER’S NAMEGIUSEPPE NAVARRIA In base all'orientamento della moto rispetto al sole vengono presi e “pesati” tra loro due frame, in modo da evitare scatti. Viene anche usata una “blob shadow” per simulare ulteriore occlusion. SBK usa dei buffer con ombre precalcolate a varie inclinazioni. Il buffer viene poi usato come LUT:
  • 18. MILAN 20/21.11.2015 - SPEAKER’S NAMEGIUSEPPE NAVARRIA Questa tecnica ci ha permesso ombre ad una buona qualità sempre attive su tutte le moto!
  • 19. MILAN 20/21.11.2015 - SPEAKER’S NAMEGIUSEPPE NAVARRIA FatCat: engine cross platform per mobile e PC
  • 20. MILAN 20/21.11.2015 - SPEAKER’S NAMEGIUSEPPE NAVARRIA Diviso in tanti comodi moduli... ...troppi?
  • 21. MILAN 20/21.11.2015 - SPEAKER’S NAMEGIUSEPPE NAVARRIA
  • 22. MILAN 20/21.11.2015 - SPEAKER’S NAMEGIUSEPPE NAVARRIA - Classi astratte o di alto livello dentro la libreria “core” - Implementazione DirectX e OpenGL su PC (due moduli diversi, è possibile scegliere quale renderer usare all'avvio) - OpenGL ES su iOS e Android - DirectX 11 su Windows Phone 8.1 e 10 Esempio: Modulo “Renderer”
  • 23. MILAN 20/21.11.2015 - SPEAKER’S NAMEGIUSEPPE NAVARRIA Classe base VertexBuffer:
  • 24. MILAN 20/21.11.2015 - SPEAKER’S NAMEGIUSEPPE NAVARRIA Implementazione DirectX tramite ID3D11Buffer
  • 25. MILAN 20/21.11.2015 - SPEAKER’S NAMEGIUSEPPE NAVARRIA Implementazione OpenGL ES tramite VBO e VAO
  • 26. MILAN 20/21.11.2015 - SPEAKER’S NAMEGIUSEPPE NAVARRIA Implementare le feature richieste da Microsoft sarebbe stato molto problematico con Unity: SDK Windows 10, Live Tiles, Universal App ma specialmente supporto ai device con 512mb di ram con stessa qualità e performance degli altri. SBK15, lancio esclusivo Windows Phone
  • 27. MILAN 20/21.11.2015 - SPEAKER’S NAMEGIUSEPPE NAVARRIA Se iniziate da zero... la risposta probabilmente è no! Ha ancora senso oggi sviluppare la propria tech su mobile?
  • 28. MILAN 20/21.11.2015 - SPEAKER’S NAMEGIUSEPPE NAVARRIA - Tony Cairoli Challenge - SBK Gear-VR (Disponibili in questi giorni le demo giocabili ad EICMA) - SBK16 - Bookbound Brigade (console e PC) Il futuro di “FatCat”?
  • 30. MILAN 20/21.11.2015 - SPEAKER’S NAME Leave your feedback on Joind.in! https://m.joind.in/event/codemotion-milan-2015 GIUSEPPE NAVARRIA