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Implementing Reflections in Unity Using Local Cube Maps »
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Performance Optimization and Debugging Mobile Games »
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Optimizing Mobile Games with ARM »
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Adaptive Scalable Texture Compression (ASTC) »
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ARM Mali Demos: Behind the Pixels »
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Optimize your Unity Game for Mobile »
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Profiling Unity Games on Mobile Platforms »
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Batching and Dynamic Geometries Tutorial »
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Optimized Effects for Mobile Devices »
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ARM Mali Sample Codes »
Implementing Reflections in Unity Using Local Cube Maps
By the end of this workshop you will have learned the concept of local cubemaps, how to simply and cheaply simulate realistic environment reflections, how to implement reflections based on local cubemaps in the shader, how to create, import and export local cubemaps in Unity and how to apply filters to cubemaps to achieve different effects.
Download Implementing Reflections in Unity Using Local Cube Maps [PDF]
Performance Optimization and Debugging Mobile Games
Let ARM introduce you to methodologies for the efficient rendering of high quality 3D graphics in mobile games. The scope of this presentation is to show how these tools can be used to analyze and optimize games and game engines as ARM does with its Ecosystem partners like Unity, Gameloft and Epic Games.
Performance Optimization and Debugging Mobile Games [PDF]
Optimizing Mobile Games with ARM
A collection of tips and techniques for getting the most performance out of your Mali GPU based hardware, including methods for reducing draw calls with zero cost to scene complexity and reducing the bandwidth required for dynamic effects and textures.
Adaptive Scalable Texture Compression
In this talk, the benefits of using the ASTC format will be explained by using statistics from comparison with existing texture compression formats like ETC2 as well as by showing how ASTC performs in the case of 3D HDR textures available in OpenGL ES 3.0. The combination of ASTC and features from OpenGL ES 3.0 such as transform feedback and instancing helped us to create the experimental use case shown in this presentation where a particle system managed entirely by the GPU is able to manage collisions with volumetric objects by using compressed 3D textures to express the volume data.
Download ASTC: The Extra Dimension [PDF]
This “Getting the Best out of ASTC” white paper is a user guide for graphics developers to know how ASTC works, and most importantly, it describes all the different configuration options and gives examples on the improvements a developer can get by tailoring the configuration. This tutorial was included in the GPU Pro 5 publication
Download Getting the Best out of ASTC White Paper [PDF]
Tom Olson, Director of Graphics Research at ARM, explains why texture compression is important before moving onto the feature set and image quality of ASTC.
Download ASTC Presentation [PDF]
Whether you’re an artist using the desktop tools or a programmer integrating the command line compressor into your asset pipeline, this guide to making effective use of the new Adaptive Scalable Texture Compression method, with a focus on selecting the right quality settings and metrics for your artwork, will be useful for you. Presented by Stacy Smith at GDC 2014.
ARM Mali Demos: Behind the Pixels
Stacy Smith, Senior Software Engineer at ARM goes through the techniques and effects used in the two most-recent ARM Mali graphics demos, Hauntheim and SeeMore. Making use of OpenGL® ES 3.0, both demos use radically different lighting techniques to achieve a varied look and feel. The video then takes a deep dive into the specifics of using parts of the OpenGL ES 3.0 feature set, such as new frame-buffer formats for high-dynamic-range textures and deferred lighting.
Optimize your Unity Game for Mobile
Angelo Theodorou, Software Engineer at ARM, explains how you can use ARM Mali developer tools to optimize your mobile games and applications built on the Unity Engine
Download Optimizing your Unity game for Mobile [PDF]
Profiling Unity Games on Mobile Platforms
In this short presentation a Unity application composed of different scenes will be analysed in order to show how to interpret profiler data.
Download Profiling Unity Games on Mobile Platforms [PDF]
Batching and Dynamic Geometries Tutorial
Stacy Smith, Senior Software Engineer at ARM, gives an overview of effective batching techniques for mobile graphics development, combined with an examination of how ARM has generated dynamic animated geometry from static vertex buffers in demos through the years, generating complex and elegant motion from little more than a couple of floating point values.
Download Batching and Dynamic effects [PDF]
Optimized Effects for Mobile Devices
By Ed Plowman, Director of Solutions Architecture at ARM, and Stacy Smith, Senior Software Engineer at ARM.
Many developers in the mobile space started out in the desktop or console space and are re-creating their work in those spaces for mobile. Some of them find that they have to drop the complexity of their content in order to achieve reasonable performance on mobile, but this needn’t necessarily be the case. Desktop and mobile GPUs work in different ways and have different capabilities; understanding these differences can inform a more efficient usage of the resources available on mobile GPUs.
Download Optimized Effects for Mobile Devices [PPT]
ARM Mali Sample Codes
Presented by Sylwester Bala, Senior Software Engineer at ARM. This video covers several example codes, including high-computing cloth simulation, EGL fence for thread synchronization, particle effects, high quality text rendering and fur simulation.
The post Game Development Tutorials appeared first on Mali Developer Center.