SlideShare una empresa de Scribd logo
1 de 20
games Games GAMES
About Me:

 Ariel Nehmad.
 I’m 31 years old.
 Live in Buenos Aires, Argentina.
 CTO and father of Flare3D, FLSL and Flare3D Phys…
 Stuff I like: Computer graphics, 3D Math, Play the Piano,
Movie Soundtracks and SCI-FI Movies.

 My not updated personal site: arieln.com
 My twitter @_arieln_
New Flare3D 2.7

And new features…
What’s new?
What’s new?
• Collision & Physics
• Gamma and Fog
• Dynamic Mesh Batch.
• Improved Scripting API.
• Much faster loading times on the tool.
Still a lot of work to do, lots of things coming! 
Gamma and Fog
• Gamma only affects light curve, not textures!.
• Global Fog adds a lot of depth.
Both are pretty cheap features, and are compiled into the materials, so…
No additional passes required.
Dynamic Mesh Batch.
• Thousands of dynamic objects into a few draw calls.
An amazing performance boost, specially on desktop and mobile!.
Suuports position, rotation and uniform scale.
• Each batch draws same mesh multiple times.
• All share the same material, but
a texture atlas can be used.
• Supports camera culling.
• Many use cases, bullets, enemies
mesh particles, coins / items, etc..
New Scripting API.
• Reflection model instead of traditional events.
• Extremely useful to create custom tools.
• Update on realtime.
• Access to the scene, library,
selection, etc…

This will get even better! 
Collisions & Physics.
Collisions & Physics.
• A small but powefull library
• It does a very specific task, but it does it very fast.
• Simple API, fast prototyping.
• Just add colliders, (ray, sphere, box, mesh).
• Still growing.
Some examples…
Lightstorm on mobile (nexus4, ipad3).
200 Rigid Bodies on a Nexus4 @ 60fps
Thousands on desktop.
Worst case, no sleeping, lots of simultaneous contacts points.
Collisions & Physics.

Some code…
Collisions & Physics.
Collisions & Physics.
Collisions & Physics.

Some code…
Faster than you may think

Just need to know how to run!
Roadmap, Next steps?
1 : New F3D file format (already started).

 Lots of mobile friendly features.
 Automatic converstion to ATF.
 Dynamic and per block compression.
 Automatic batching of static meshes.
 Pre proccesing ( geometry compression, texture sizes )
 Multiple external package files (low res, high res, additional assets, etc…)
2 : New IDE Project files.

 Library will evolve in some sort of file system structure.
 Everything uncompressed, loseless raw independent files + metada. (no need to open zf3d files, better for large projects)
 Allow to reimport specific things such as meshes, materials, animations, textures…
 Better team work, and easy to integrate with things like SVN.
3 : Better integration with generic file formats.

 Better, COLLADA, OBJ, 3DS.
 Improve 3DS Max exporter.
You can find more at:
www.flare3d.com
www.flare3d.com/blog
www.flare3d.com/showcase
You can also find us at Facebook, Twitter and Youtube!
Thanks Guys!

:)

Más contenido relacionado

Similar a Games withflare3d

Similar a Games withflare3d (20)

The joy of computer graphics programming
The joy of computer graphics programmingThe joy of computer graphics programming
The joy of computer graphics programming
 
React Conf 17 Recap
React Conf 17 RecapReact Conf 17 Recap
React Conf 17 Recap
 
Doug McCune - Using Open Source Flex and ActionScript Projects
Doug McCune - Using Open Source Flex and ActionScript ProjectsDoug McCune - Using Open Source Flex and ActionScript Projects
Doug McCune - Using Open Source Flex and ActionScript Projects
 
Intro to Python (High School) Unit #1
Intro to Python (High School) Unit #1Intro to Python (High School) Unit #1
Intro to Python (High School) Unit #1
 
Cross platform physics games - NDC 2014
Cross platform physics games - NDC 2014Cross platform physics games - NDC 2014
Cross platform physics games - NDC 2014
 
Ceph Performance and Optimization - Ceph Day Frankfurt
Ceph Performance and Optimization - Ceph Day Frankfurt Ceph Performance and Optimization - Ceph Day Frankfurt
Ceph Performance and Optimization - Ceph Day Frankfurt
 
WWDC 2017
WWDC 2017WWDC 2017
WWDC 2017
 
Practical guide to optimization in Unity
Practical guide to optimization in UnityPractical guide to optimization in Unity
Practical guide to optimization in Unity
 
Hybrid concurrency patterns
Hybrid concurrency patternsHybrid concurrency patterns
Hybrid concurrency patterns
 
2014 pycon-talk
2014 pycon-talk2014 pycon-talk
2014 pycon-talk
 
PHP Backends for Real-Time User Interaction using Apache Storm.
PHP Backends for Real-Time User Interaction using Apache Storm.PHP Backends for Real-Time User Interaction using Apache Storm.
PHP Backends for Real-Time User Interaction using Apache Storm.
 
Lec11cgu_10.ppt
Lec11cgu_10.pptLec11cgu_10.ppt
Lec11cgu_10.ppt
 
Deep learning introduction
Deep learning introductionDeep learning introduction
Deep learning introduction
 
Improving Pharo Snapshots
Improving Pharo SnapshotsImproving Pharo Snapshots
Improving Pharo Snapshots
 
Java in High Frequency Trading
Java in High Frequency TradingJava in High Frequency Trading
Java in High Frequency Trading
 
DN18 | The Data Janitor Returns | Daniel Molnar | Oberlo/Shopify
DN18 | The Data Janitor Returns | Daniel Molnar | Oberlo/Shopify DN18 | The Data Janitor Returns | Daniel Molnar | Oberlo/Shopify
DN18 | The Data Janitor Returns | Daniel Molnar | Oberlo/Shopify
 
The Data Janitor Returns | Daniel Molnar | DN18
The Data Janitor Returns | Daniel Molnar | DN18The Data Janitor Returns | Daniel Molnar | DN18
The Data Janitor Returns | Daniel Molnar | DN18
 
Deep learning an Introduction with Competitive Landscape
Deep learning an Introduction with Competitive LandscapeDeep learning an Introduction with Competitive Landscape
Deep learning an Introduction with Competitive Landscape
 
Codebits Handivi
Codebits HandiviCodebits Handivi
Codebits Handivi
 
Jaoo irony
Jaoo ironyJaoo irony
Jaoo irony
 

Más de Fabricio Goncalves

Más de Fabricio Goncalves (8)

SRE - Engenharia de confiabilidade de sites 4
SRE - Engenharia de confiabilidade de sites 4SRE - Engenharia de confiabilidade de sites 4
SRE - Engenharia de confiabilidade de sites 4
 
SRE - Engenharia de confiabilidade de sites 3
SRE - Engenharia de confiabilidade de sites 3SRE - Engenharia de confiabilidade de sites 3
SRE - Engenharia de confiabilidade de sites 3
 
SRE - Engenharia de Confiabilidade de Sites 2
SRE - Engenharia de Confiabilidade de Sites 2SRE - Engenharia de Confiabilidade de Sites 2
SRE - Engenharia de Confiabilidade de Sites 2
 
SRE - Engenharia de Confiabilidade de Sites
SRE - Engenharia de Confiabilidade de SitesSRE - Engenharia de Confiabilidade de Sites
SRE - Engenharia de Confiabilidade de Sites
 
Monolith - An epic journey
Monolith - An epic journeyMonolith - An epic journey
Monolith - An epic journey
 
Flash Power (pt 2)
Flash Power (pt 2)Flash Power (pt 2)
Flash Power (pt 2)
 
Flash Power (pt 1)
Flash Power (pt 1)Flash Power (pt 1)
Flash Power (pt 1)
 
Flare3d jiglib.as
Flare3d jiglib.asFlare3d jiglib.as
Flare3d jiglib.as
 

Games withflare3d

  • 2. About Me:  Ariel Nehmad.  I’m 31 years old.  Live in Buenos Aires, Argentina.  CTO and father of Flare3D, FLSL and Flare3D Phys…  Stuff I like: Computer graphics, 3D Math, Play the Piano, Movie Soundtracks and SCI-FI Movies.  My not updated personal site: arieln.com  My twitter @_arieln_
  • 3. New Flare3D 2.7 And new features…
  • 5. What’s new? • Collision & Physics • Gamma and Fog • Dynamic Mesh Batch. • Improved Scripting API. • Much faster loading times on the tool. Still a lot of work to do, lots of things coming! 
  • 6. Gamma and Fog • Gamma only affects light curve, not textures!. • Global Fog adds a lot of depth. Both are pretty cheap features, and are compiled into the materials, so… No additional passes required.
  • 7. Dynamic Mesh Batch. • Thousands of dynamic objects into a few draw calls. An amazing performance boost, specially on desktop and mobile!. Suuports position, rotation and uniform scale. • Each batch draws same mesh multiple times. • All share the same material, but a texture atlas can be used. • Supports camera culling. • Many use cases, bullets, enemies mesh particles, coins / items, etc..
  • 8. New Scripting API. • Reflection model instead of traditional events. • Extremely useful to create custom tools. • Update on realtime. • Access to the scene, library, selection, etc… This will get even better! 
  • 10. Collisions & Physics. • A small but powefull library • It does a very specific task, but it does it very fast. • Simple API, fast prototyping. • Just add colliders, (ray, sphere, box, mesh). • Still growing. Some examples…
  • 11. Lightstorm on mobile (nexus4, ipad3).
  • 12. 200 Rigid Bodies on a Nexus4 @ 60fps Thousands on desktop. Worst case, no sleeping, lots of simultaneous contacts points.
  • 17. Faster than you may think Just need to know how to run!
  • 18. Roadmap, Next steps? 1 : New F3D file format (already started).  Lots of mobile friendly features.  Automatic converstion to ATF.  Dynamic and per block compression.  Automatic batching of static meshes.  Pre proccesing ( geometry compression, texture sizes )  Multiple external package files (low res, high res, additional assets, etc…) 2 : New IDE Project files.  Library will evolve in some sort of file system structure.  Everything uncompressed, loseless raw independent files + metada. (no need to open zf3d files, better for large projects)  Allow to reimport specific things such as meshes, materials, animations, textures…  Better team work, and easy to integrate with things like SVN. 3 : Better integration with generic file formats.  Better, COLLADA, OBJ, 3DS.  Improve 3DS Max exporter.
  • 19. You can find more at: www.flare3d.com www.flare3d.com/blog www.flare3d.com/showcase You can also find us at Facebook, Twitter and Youtube!