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Quo Vadis 2013
The Difficulty of Going Mobile
Dietmar Hauser
Head of Console Technology
Sproing Interactive Media GmbH
Based in Vienna, Austria
Independent since 2001
Work for hire on all platforms
Recent success with F2P
Dozens of titles shipped...
... using our own technology
Some Background…
2
Premises
3
Multi Platform Codebase
• Consoles / PC
• C / C++
• Platform specifics abstracted
Multi Platform Build Pipeline
• Make, MsBuild, Scons,...
• IDE to edit, build & run
• Platform specific debugging & profiling
#1 Ease of Access
4
Consoles
• Lengthy and involved
• Many requirements
• A lot of secrecy
• No fees, free support
Mobiles
• Sign up with email
• Almost no requirements
• Less secrecy
• Fees for services
#2 Workstations
5
A Mac is required for iOS dev
Windows for everything else
#2 Workstations
6
Just buy a few macs?
• Extra hardware costs (a lot)
• Extra training required
OS/X in Virtual Machine
• Complicated
• Legally gray area
In both cases
• Existing tools don‘t work anymore
• Doubled build configs
• Doubled build/test services
• Constant dev platform switching
#3 Tool Chain & Debugging
7
iOS toolchain is mostly FOSS
• Gcc, Clang, cc tools, gdb, lldb,…
Some ports are available:
• DragonFire SDK
• saurik‘s toolchain
• PM Baty‘s toolchain
http://www.pmbaty.com/iosbuildenv/
Integrate into build pipeline
Deploy with SSH / SFTP
#3 Tool Chain & Debugging
8
Not everything can be done on Windows
Create tool to convert project configs to
xcodeproj file format
Debugging and profiling using XCode
„Official“ builds with Mac
• External testing
• Apple store approval
#4 Programming Language
9
iOS favours Objective-C
• Not very portable or useful
• Necessary to interface with some iOS APIs
• Great interoperatibility with C and C++
• So, we ignore it when possible
Objective-C
C / POSIX
#5 Memory
10
Memory
• Seems to be abundant
• Is shared by OS and all Apps
• „Memory Warnings“
• More memory used == faster death
Some hints
• Don‘t hoard memory
• Use mmap-ed file I/O
• Use texture compression
• Prepare to let go of static data
#6 Graphics
11
Graphics API
• Standard Open GL ES 2.0
• Great portability
• Not much more needed for gamedev
GPU
• Low clock frequency
• Severely fillrate limited
• Tiled based deferred rendering
• A lot of pixels
#7 Displays
12
Resolution Range:
0.08 – 3.2 MP (HDTV: 2 MP)
#8 Input
13
Touch Screen
• The only guaranteed input option
Simulate mouse or gampead
• Only single physical button
• Finger covers target area
• Up to 100ms latency
• No hovering input
• No haptic feedback
On screen keyboard
• No good for gameplay
• Ok for debug input
#9 Development Hardware
14
Consoles
• Uses Development Kits
• Expensive
• Special debug features
Mobiles
• Uses retail devices
• Cheaper
• Special debug obstacles
#10 Copy Protection
15
Consoles
• DevKits have no protection
• Protection is applied before
publishing
• No hassle for developers
Mobiles
• There are no DevKits
• Copy protection is constantly active
• Developers need to acquire permissions
• A lot of hassles, delays and limitations
Fin
16
Thank you for your attention!
dietmar.hauser@sproing.com
Questions?

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The Difficulty of Going Mobile

  • 1. 1 Quo Vadis 2013 The Difficulty of Going Mobile Dietmar Hauser Head of Console Technology Sproing Interactive Media GmbH
  • 2. Based in Vienna, Austria Independent since 2001 Work for hire on all platforms Recent success with F2P Dozens of titles shipped... ... using our own technology Some Background… 2
  • 3. Premises 3 Multi Platform Codebase • Consoles / PC • C / C++ • Platform specifics abstracted Multi Platform Build Pipeline • Make, MsBuild, Scons,... • IDE to edit, build & run • Platform specific debugging & profiling
  • 4. #1 Ease of Access 4 Consoles • Lengthy and involved • Many requirements • A lot of secrecy • No fees, free support Mobiles • Sign up with email • Almost no requirements • Less secrecy • Fees for services
  • 5. #2 Workstations 5 A Mac is required for iOS dev Windows for everything else
  • 6. #2 Workstations 6 Just buy a few macs? • Extra hardware costs (a lot) • Extra training required OS/X in Virtual Machine • Complicated • Legally gray area In both cases • Existing tools don‘t work anymore • Doubled build configs • Doubled build/test services • Constant dev platform switching
  • 7. #3 Tool Chain & Debugging 7 iOS toolchain is mostly FOSS • Gcc, Clang, cc tools, gdb, lldb,… Some ports are available: • DragonFire SDK • saurik‘s toolchain • PM Baty‘s toolchain http://www.pmbaty.com/iosbuildenv/ Integrate into build pipeline Deploy with SSH / SFTP
  • 8. #3 Tool Chain & Debugging 8 Not everything can be done on Windows Create tool to convert project configs to xcodeproj file format Debugging and profiling using XCode „Official“ builds with Mac • External testing • Apple store approval
  • 9. #4 Programming Language 9 iOS favours Objective-C • Not very portable or useful • Necessary to interface with some iOS APIs • Great interoperatibility with C and C++ • So, we ignore it when possible Objective-C C / POSIX
  • 10. #5 Memory 10 Memory • Seems to be abundant • Is shared by OS and all Apps • „Memory Warnings“ • More memory used == faster death Some hints • Don‘t hoard memory • Use mmap-ed file I/O • Use texture compression • Prepare to let go of static data
  • 11. #6 Graphics 11 Graphics API • Standard Open GL ES 2.0 • Great portability • Not much more needed for gamedev GPU • Low clock frequency • Severely fillrate limited • Tiled based deferred rendering • A lot of pixels
  • 12. #7 Displays 12 Resolution Range: 0.08 – 3.2 MP (HDTV: 2 MP)
  • 13. #8 Input 13 Touch Screen • The only guaranteed input option Simulate mouse or gampead • Only single physical button • Finger covers target area • Up to 100ms latency • No hovering input • No haptic feedback On screen keyboard • No good for gameplay • Ok for debug input
  • 14. #9 Development Hardware 14 Consoles • Uses Development Kits • Expensive • Special debug features Mobiles • Uses retail devices • Cheaper • Special debug obstacles
  • 15. #10 Copy Protection 15 Consoles • DevKits have no protection • Protection is applied before publishing • No hassle for developers Mobiles • There are no DevKits • Copy protection is constantly active • Developers need to acquire permissions • A lot of hassles, delays and limitations
  • 16. Fin 16 Thank you for your attention! dietmar.hauser@sproing.com Questions?

Hinweis der Redaktion

  1. $100,-- annually for iOS, includes 5 Support Tickets
  2. Costs: Hardware is expensive, existing hardware doesn‘t work, needs a lot of duplicates Training: developers, designers, artists, QA and admins
  3. Talk a bit about ClWarrior
  4. Objective-C was one of the main reasons for Apple to develop Clang POSIX = "Portable Operating System Interface“ + X, an IEEE standard, updated last in 2008 Objective-C is a strict superset of C
  5. Screenshot from Zelda on Android N64 emulator