Mobile optimisation techniques - Unite Europe 2015

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Tomislav Rakic Srdja Stetic-Kozic of Nordeus explain the optimization techniques that were used to bring Top Eleven 2015 to a wide range of devices. These techniques include custom serialization, tileable static batching, billboarded sprite batching, poor man's instancing for GLES2, and some others.

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Svaka cas momci. Lepo je videti uspesne ljude iz Srbije i uciti od njih. Ako je neko zasluzio da drzi prezentaciju ove vrste to ste vi. Sve najbolje u buducnosti.

Pop-hlok
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Tomislav Rakic Srdja Stetic-Kozic of Nordeus explain the optimization techniques that were used to bring Top Eleven 2015 to a wide range of devices. These techniques include custom serialization, tileable static batching, billboarded sprite batching, poor man's instancing for GLES2, and some others.

unity
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One thing not mentioned putting tiling in your tangents like 0-1, 0-1, 0- would increase the vertex data as the verts no longer share a single value.

mikiex
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I think the only thing they didn't write from scratch by themselves was the actual GameEngine

MehrdadGTa
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Hi,
Have you got the answer for, why the top down approach is better than bottom up?

PrabhakaranRajendranLeads
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I don't understand the approach to rendering the grid of the first case. Why put all the visible rows in the scene statically? Any grid widget that I used use only as many row renderers as you can fit on the screen an the reuse them as you scroll. That reduce dramatically the number of instances and rendering is not affected by the total number of items on the grid.

UCH
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omfg, that pooling girl, asks pooling questions every talk

DeeWeext
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Is there some thing not related to mobile. :|

ZoidbergForPresident