Relm 4 An idiomatic GUI library inspired by Elm and based on gtk4-rs.SourceView 5 A library extending GtkTextView with features typical for a source code editor. Adwaita Building blocks for modern GNOME applications.GStreamer Open source multimedia framework.Notable other projects within the gtk-rs ecosystem are While not part of the gtk-rs project, many of them are developed in close collaboration. While this book is targeted at people who want to develop GTK 4 applications, it also covers more general aspects of the GNOME stack such as GObject Concepts, The Main Event Loop and GSettings.īy now, a number of additional bindings for GObject based libraries exist. We recommend both new and experienced gtk-rs users to have a look at it. You can withdraw your consent and modify yourĬhoices at any time by clicking on the "Cookie Preferences" button located at theīottom of our website.Julian Hofer is writing a book titled GUI development with Rust and GTK 4. You can also make a choice byĬategory by clicking "Configure". Alternatively, you may click "Continue withoutĪccepting" to refuse all non-essential technologies. If you are happy for technologies to be used for these purposes, click on "Accept All" Information such as your interaction with our website, your preferences and your Through these technologies, we will collect Location, to carry out targeted marketing campaigns and to personalize the content of Personalized advertising on third-party sites based on your profile, to track your Technologies make it possible to measure the audience of our website, to display Optional/non-essential technologies to give you the best user experience. These technologies are technically essential to provide you with a secure, (collectively “technologies”) to store and access information on your device. Samsung Electronics, and its partners, use cookies and similar technologies If you have questions about developing for Samsung Galaxy devices, please join us on the Samsung Developer Forum. If you found this article interesting, please sign up for this newsletter. In addition to the many resources on this site, the Galaxy GameDev team is starting a new, quarterly newsletter focuesed on optimizing games for mobile devices. It may also cause the device to throttle the CPU to avoid overheating. By running everything on one core, that core will need to run at a higher frequency than if the work was spread across more cores, and that will cause higher power usage and battery drain. This is because there is not a linear relationship between clock frequency and power usage. It’s worth noting that even if your game is running at 60fps using a single thread it may still be beneficial to switch to multithreading. This approach can be found in game engines such as UE4 and Unity. More complex architectures use job systems to split up certain CPU tasks such as physics and animation to be run on several cores in addition to having a separate render thread. This is the approach that Jagex took with RuneScape for mobile and it made a big difference to performance: framerate more than doubled in some cases. The simplest architecture for breaking up a single threaded game is to create two threads, one for the main game and other systems, and one for rendering the scene. However, both desktop and mobile CPUs have had multiple CPU cores for some time, making it possible to spread the load across several cores. This means that mobile CPUs cannot reach the high frequencies of a desktop CPU, making it hard to match the single-threaded performance. For long battery life and comfortable temperature, the device should use around 3-4W of power. A mobile device normally relies on a small battery, and needs to be comfortable to hold, restricting how hot it can get. A desktop PC can be plugged into the mains and draw a large amount of power, 500W plus for gaming PCs, and can use large fans to keep cool. The major difference between a desktop PC and a mobile device is the power requirements for each. It is not uncommon for PC games to rely on a single thread which handles the main game loop and also the rendering, but this can be a limiting factor for framerate on mobile the CPU was taking much longer to submit a frame than the GPU was taking to render it. This aligned with the work the RuneScape team were already doing to move to a separate thread for rendering. While we made a number of suggestions over the time we supported the game, the most significant was the recommendation to move rendering API calls onto a dedicated render thread (a.k.a deferred rendering). The Galaxy GameDev team were involved from an early stage in development, profiling the game and providing optimisation recommendations for the development team. RuneScape is a hugely popular MMO, now in its 20th year, which has recently been ported from desktop PC to mobile platforms.
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