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Advanced 3D graphics + React
Using the best from UI and 3D worlds
@PixelsCommander
denis.radin@gmail.com
Holy grail of efficient
computer graphics
I've been chasing for years
1991 - ZX Spectrum
48kb, 256x192px, only 2 of 8 colors for 8x8px cell
1995 - C++ general
programming
1998 - Delphi + DirectX
2004 - C#.Net, GDI+
2006 Flash, later Stage3D
2010 - HTML5 canvas
Authoring one of the first game engines FlashJS
2013 - Performant UIs with
WebGL
2017 - 3d games with
WebGL and React
The most advanced WebGL
3d app to the date?
3D layer, UI layer
Under each other
BabylonJS vs ThreeJS
Why BabylonJS for 3D?
Three.js: compromised API
to keep old users happy
Babylon.js: TypeScript out
of the box, designed for
bigger applications
Why ReactJS?
Best ecosystem and community, best tooling, easy
to maintain components library
Why Redux?
Simple and kinda official state management
Why Redux?
It fits to fire actions not just receive / send data
How 3d layer and UI layer
play together?
Mesh - node of 3d world
position, rotation, materials
ReduxMesh - building block
connected to the state
position, rotation, materials, componentDidMount,
componentWillReceiveProps
Lifecycle methods React.Component vs ReduxMesh
componentDidMount
componentWillReceiveProps
componentWillUnmount
render
componentDidMount
componentWillReceiveProps
componentWillUnmount
initialRender
No this.render(), not
declarative
To avoid complication and have control over how we
apply changes
Challenges when do 3D?
Tooling, reusing of global gamedev advancements
1# Any 3D engine su*ks in
building UI components
Static HTML elements you just place on top,
but what if you need a tooltip for 3d object which
moves?
HTMLMesh for mixed mode
Sticking React Components to 3D world positions
HTMLMesh
Coordinates recalculated on every RAF then
transform / translate / scale
2# Performance regressions
New feature merged can introduce FPS drop which
is invisible for devs and QAs
Continuous FPS
benchmarking
After every merge we get performance metrics and
build graphs
Continuous FPS benchmarking
● Works on top of functional testing
● Functional tests run with Webdriver.io
● Benchmark is initiated as a custom cucumber step
● Measures time between every frame and by the end of scenario gets
following metrics:
Average FPS, Number of dropped frames, Dropped frames time, Longest
jank
Reporting to Jenkins Benchmark plugin
● Works on top of functional testing
● Functional tests run with Webdriver.io
● Benchmark is initiated as a custom cucumber step
● Measures time between every frame and by the end of scenario gets
following metrics:
Average FPS, Number of dropped frames, Dropped frames time, Longest
jank
3# Too good hardware
Yes, as developers we have hardware which is far
from average user setup
Low-end testing
Emulate dropped frames and low FPS
Evolution Gaming testing pipeline
Chrome extension for low-
end testing
Emulates dropped frames and low FPS
4# Designer -> Developer
interaction
Yes, as developers we have hardware which is far
from average user setup
How mature game engines
approach this?
Having powerful WYSIWYG, user friendly IDEs
allowing designers to be a part of development team
Unity?
Amazing gaming platform
Can we solve tooling
problem for BabylonJS?
Potentially yes
5# Assets reusing
Once we had to do a lightning...
Unity store is awesome
2000$ vs 5$
Reusing from Unreal / Unity stores makes you
efficient
Unity leverages all gamedev
knowledge accumulated by
mature industry
The only thing Unity sucks
in is building UIs
As it was with all game engines before HTML era
So how to use best UI
framework with Unity?
First of all export Unity
project to WebGL
npm i reactunity
Unity Redux middleware
All redux events to be propagated into Unity app
Unity dispatch
To dispatch events from Unity
The problem with Unity?
Clear project built is 20mb
=(
Waiting for Unity Tiny
But do we need it if
BabylonJS progress that
well?
@PixelsCommander
denis.radin@gmail.com

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