Tag Archives: Hardware Acceleration

Boosting Unity performance on mobile devices

Mobile devices are becoming more and more powerful. However, not all your users will have high-end mobile devices, so you should keep a low-powered device handy for testing the performance of your games.

If you follow the usual advice for mobile devices (use low-poly models, minimal lights, few effects and static objects where possible) you’ll be OK on most devices, but you may be caught out on some devices – resulting in annoyed users. Here are a few tricks to try if you still need to improve the performance of your Unity game. Continue reading Boosting Unity performance on mobile devices

InterServer Web Hosting and VPS
 

Sneaky tricks for developing on small devices – Bitmap ‘folding’

DSC_1583One of the most problematic constraints when developing applications for mobile or Set Top Box is video memory (AKA VRAM). You often will not have control over how much video memory is allocated to your application, or what the fallback behaviour is when your application uses too much. Continue reading Sneaky tricks for developing on small devices – Bitmap ‘folding’

YouView – Smart TV UI

YouView is a Smart TV service in the UK, which runs on Set Top Boxes and certain Smart TVs. I worked on the core UI for years and thought I’d share some insights into best practices when building applications for such resource constrained devices.


 

Continue reading YouView – Smart TV UI

CODING WRONGS – Where do I start with the bad?

It gets scary out there sometimes. During my freelance career I’ve worked at a lot of different companies and have seen such coding horrors as you cannot imagine. So I thought I’d start immortalising some of them – so that we can all learn better coding practices, by looking at the bad.

Starter for 10 – What’s wrong with this picture?

Did you spot the fubar? It’s not an obvious one. Continue reading CODING WRONGS – Where do I start with the bad?

Take two tablets and call me in the morning

Well, it’s been a while. Having spent the last 8 months working on the YouView set top box platform, I’ve been so busy that I wasn’t even sure my site was still up. And now that I’ve dived headlong into the tricky world of embedded systems development, I wanted to starting playing with other platforms out there. The first two that recently caught my eye were Apple iOS (specifically the iPad) and the new Blackberry PlayBook.

I was keen to see what the application development process is like for these two platforms, especially for Flash Developers and how the two Big Tablets, iPad and PlayBook, measurement up as potential target platforms for the crazy ideas in my head that I’d want to build. So, I made the first steps at development for both.

iPad
Now that Adobe is ‘allowed’ to pursue iOS as a target platform for AIR, via its cross-compiler again, I went through the process of signing up as an iOS developer, jumping through the various other hoops and getting my first ‘hello world’ app onto my iPad. The whole process is a lot more complicated than it probably could be, but then, the same could be said of device development at YouView – this is the nature of such platforms, they are emerging technologies and, as such, are moving targets and simply not like the desktop machines we are all used to developing for. I have to say though, I’m impressed with the recent leaps in performance and functionality Adobe has made with AIR 2.6 for iOS – it leaves Packager in the dust.

PlayBook
Perhaps because the tool chain for PlayBook development feels more like developing for YouView, I was more comfortable with developing for the Playbook and managed to crack out a very simple app, getting in App World in a matter of a couple of days.

Now that I’ve stepped well outside the desktop comfort zone, I have been playing for a while with resource constrained device development, hardware acceleration of Flash content and developing an unhealthy obsession for writing clean, memory/rendering performance optimal code. I hope to bring some of this to projects for iOS and Playbook, as well as share what I’ve learned over the last year.