Delta Engine Multiplatform Presentation of the Quo Vadis conference in May 2011. Also contains Market Research and Engine comparison data and some source code fun stuff.
10. Why Multiplatform? 10 Prince of Persia (1989, first released on Apple II, then DOS, Amiga, Atari, etc.)
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12. Why Multiplatform? 10 Doom (1993 on DOS, later ported to many platforms, including Linux, Mac OS, Amiga, Xbox, iPhone, etc.)
13. Why Multiplatform? 10 Fury3 (1996, on of the first DirectX Windows games), based on a popular DOS game Terminal Velocity
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15. Why Multiplatform? 10 2004 many great PC games came out that were the foundation for many nowadays popular game engines: Halflife: Counter-Strike, Halflife1, Halflife 2, Left4Dead, Portal, Team Fortress, Garry's Mod, etc. Farcry: Farcry, Farcry 2, Crysis, Crysis 2 Doom & Quake: Many games in 1998-2004 used the Quake3 engine, not so many since then Unreal3 Engine: Unreal 2 was used a bit, but Unreal 3 a lot: Is currently the most successful PC and Console engine BTW: Unity3D was also started in 2001 and became usable around this time (2005) ^^
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17. Why Multiplatform? 10 Angry Birds (2009, one of many very successful iPhone games, was ported to many other platforms later)
21. 9 2010 Developer Distribution 2015 Developer Distribution ca. 80% development under Windows Most developers will still work in Windows or use tools or engines AppStore (iOS, Android,..) Consoles PC Consoles PC AppStore > 2 * AppStore developers needed Market Analysis
22. Market Analysis 12 Mobile Platforms are a pretty good target platform for games: The popularity of mobile games has increased in the 2000s, as over $3 billion USD worth of games were sold in 2007 internationally, and projected annual growth of over 40%. Ownership of a smartphone alone increases the likelihood that a consumer will play mobile games. Over 90% of smartphone users play a mobile game at least once a week. In recent years, there has been a move towards mobile games which are distributed free to the end user, but carry prominent, paid advertising. From: http://en.wikipedia.org/wiki/Mobile_game
48. Open Source vs Proprietary 16 Unity Editor Game Code Game Assets Unity Engine Modules & Features (not customizable) Unity3D: Closed Model Delta Engine: Open Model Delta Engine Framework Game Code Game Assets Delta Engine Modules Third Party Engine Modules Custom Modules Black Boxes (Closed) Customizable (Open)
59. 6 What is the Delta Engine? D evelop with .NET for all AppStore platforms No need to learn different and dated languages for different platforms such as iPhone, Android and WP7 E asy to learn and to build Use your favorite Windows-tools, check out our examples and just press the magic button to build for other platforms L ightweight and fast We did the hard work to optimize performance for all platforms - just include the parts you need for your game T eamwork made easy With our advanced content management system, editors for game designers and full support of all your favorite tools A ssets and code are Open Source The Delta Engine and our example games are Open Source and you are invited to participate or to integrate other libraries
60. Early version of the Soulcraft Tech Demo in January 2011 at the CES in Las Vegas with NVidia 7
62. Delta Engine Release 24 Questions? I hope you liked the presentation and the Engine. Delta Engine Release July 2011 (v0.9) v1.0 coming end 2011 www.DeltaEngine.net Already working on Windows, MacOS, Linux, iPhone, iPad, Windows Phone 7, Android, Android Tablets, Nvidia Tegra, Xbox 360 and more soon
63. Multiplatform Development Benjamin Nitschke CTO Delta Engine & exDream & MobileBits [email_address] MobileBits GmbH Lerchenstrasse 28 22767 Hamburg exDream GmbH Hildesheimer Str. 35 30169 Hannover MobileBits GmbH
Notas do Editor
Welcome, this talk is not about coding. It just gives an general overview to multiplatform game development and our solution to it, the Delta Engine.
Source: http://gigaom.com/2009/08/27/how-big-is-apple-iphone-app-economy-the-answer-might-surprise-you/ with 50% games for iPhone alone (+Android) and own estimates Note 2011: Nokia and Microsoft are now working together with WP7, so they should be the same color in 2015 ^^ http://www.unwiredview.com/wp-content/uploads/2011/01/Windows-Phone-7-Marketplace-6000-apps-1.jpg
Source: http://gigaom.com/2009/08/27/how-big-is-apple-iphone-app-economy-the-answer-might-surprise-you/ with 50% games for iPhone alone (+Android) and own estimates Note 2011: Nokia and Microsoft are now working together with WP7, so they should be the same color in 2015 ^^ http://www.unwiredview.com/wp-content/uploads/2011/01/Windows-Phone-7-Marketplace-6000-apps-1.jpg
http://en.wikipedia.org/wiki/Mobile_game
http://en.wikipedia.org/wiki/List_of_game_engines
Why not Java (only Android, had perf. problems in the beginning) or Scripting languages (way too slow, you still need some engine underneath)
- Die Unterschiedlichen Sprachen auf den jeweiligen Platformen (Objective-C auf dem iPhone, Java auf Android Geräten, C# auf Windows Phone 7, C++ bei PC und Consolen Spielen).
So many tools, converters and other internal stuff we build involved, this is the biggest part of our engine! Most other engines consists of 80% graphics code, we got plently more (1 Year development and >600k lines of code and counting, probably close to 1 million lines of code by v1.0). - For example no other engine supports any XNA platform because their content processor is not compatible with any engine, except ours of course, we run fine on WP7, Xbox 360 and Windows with XNA. - Each game developer can choose if he wants to have his content private or share it with others. We will share most of our game code and content for others to see the huge benefits. - Prototyping is very easy with lots of content (currently we only have some 2D game and tech demo content, but more will be added soon)
See http://DeltaEngine.net and http://MobileBits.de blog for demo videos and screenshots! Especially: http://www.mobilebits.de/Blog/post/2011/02/14/Soulcraft-Tech-Demo-Update-for-the-MWC-2011.aspx
Released October 2010
So many tools, converters and other internal stuff we build involved, this is the biggest part of our engine! Most other engines consists of 80% graphics code, we got plently more (1 Year development and >600k lines of code and counting, probably close to 1 million lines of code by v1.0). - For example no other engine supports any XNA platform because their content processor is not compatible with any engine, except ours of course, we run fine on WP7, Xbox 360 and Windows with XNA. - Each game developer can choose if he wants to have his content private or share it with others. We will share most of our game code and content for others to see the huge benefits. - Prototyping is very easy with lots of content (currently we only have some 2D game and tech demo content, but more will be added soon)