The document discusses various methods for efficiently serializing and deserializing data in C# using MessagePack, including:
- Methods for reading primitive data types like integers and floats from bytes
- Representing float values as individual bytes for efficient serialization
- Using lookup tables and decoder interfaces to quickly determine MessagePack types and decode values
- Discussing faster alternatives like using direct memory copying instead of serialization delegates
- Mentioning how to extend MessagePack specifications while maintaining compatibility for faster serialization
The document discusses various methods for efficiently serializing and deserializing data in C# using MessagePack, including:
- Methods for reading primitive data types like integers and floats from bytes
- Representing float values as individual bytes for efficient serialization
- Using lookup tables and decoder interfaces to quickly determine MessagePack types and decode values
- Discussing faster alternatives like using direct memory copying instead of serialization delegates
- Mentioning how to extend MessagePack specifications while maintaining compatibility for faster serialization
This document summarizes a presentation given at the Game Tools & Middleware Forum 2011 about the Unity game engine. The presentation provides an overview of Unity's capabilities, including support for web, PC, Mac, mobile and console platforms. It discusses Unity's pricing models and licensing. Key points covered include Unity's scripting capabilities using JavaScript and C#, the asset store for purchasing assets, and the process of developing a game from initial concept to final product using Unity.
How to make the Fastest C# Serializer, In the case of ZeroFormatterYoshifumi Kawai
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The document discusses ZeroFormatter, an infinitely fast serializer that avoids common serialization inefficiencies. It provides benchmarks showing ZeroFormatter is faster than standard serializers. ZeroFormatter minimizes abstraction by directly writing to byte arrays without boxing or memory streams. Formatter classes handle different types by directly serializing/deserializing values without intermediate serialization steps. This achieves serialization with minimal overhead and memory allocation.
Photon Server Deep Dive - View from Implmentation of PhotonWire, Multiplayer ...Yoshifumi Kawai
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This document discusses PhotonWire, a framework for building networked games and applications. It allows clients and servers to communicate asynchronously using operations and operation requests/responses. Clients can send messages to servers using operations, which are received and handled via a switch statement based on operation code. Servers can then send response messages back to clients. The document also mentions plans to improve serialization performance in PhotonWire by replacing the current serializer.
This document discusses using UniRx (Reactive Extensions for Unity) to make asynchronous network requests in a reactive and error-handling manner. Key points include:
1. Wrapping ObservableWWW requests in an ObservableClient to handle errors, timeouts, and retries in a consistent way across methods.
2. Using LINQ operators like Select, Catch, and Timeout to process the network response and handle errors in a reactive pipeline.
3. Implementing more complex retry logic by publishing and connecting an observable to retry requests automatically.
4. Combining multiple asynchronous requests using WhenAll to run them in parallel.
This document discusses RuntimeUnitTestToolkit, a tool for running unit tests on IL2CPP games. It allows creating unit test classes with public methods that will be automatically registered as tests. Tests can make assertions using the Is method and can be asynchronous by returning IEnumerator. It works with UniRx and allows testing asynchronous coroutines. The tool focuses on play time testing and supports running tests on actual devices.
Reactive Programming by UniRx for Asynchronous & Event ProcessingYoshifumi Kawai
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This document introduces Reactive Programming and UniRx, which is a Reactive Extensions (Rx) library for Unity. It discusses how Rx allows for better event handling and asynchronous programming in Unity by treating events as observable sequences. UniRx brings the benefits of Rx such as LINQ-style querying and orchestration of events and asynchronous operations to Unity. It is available on GitHub and the Unity Asset Store for free.
asm.js x emscripten: The foundation of the next level Web gamesNoritada Shimizu
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Game requires high performance to its run times. asm.js brings Web browsers high performance JavaScript processing and allows us to build heavy games on the top of Web browsers. In this talk, we can see 1 )the background of asm.js 2) asm.js details and 3) overview of emscripten, a compiler which emits asm.js formatted JavaScript code from C/C++.
asm.js の詳細と emscripten の簡単な使い方について解説します。
A Brief History of UniRx/UniTask, IUniTaskSource in DepthYoshifumi Kawai
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The document discusses the architecture of UniTask in C#, including the IUniTaskSource interface and AsyncUniTask class. IUniTaskSource defines methods for getting task results and status and handling completions. AsyncUniTask implements IUniTaskSource and manages a state machine and task pool for asynchronous operations. It retrieves tasks from the pool if available or creates new ones, and returns tasks to the pool after completion.
Deep Dive async/await in Unity with UniTask(EN)Yoshifumi Kawai
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The document discusses asynchronous programming in C# using async/await and Rx. It explains that async/await is not truly asynchronous or multithreaded - it is for asynchronous code that runs on a single thread. UniTask is introduced as an alternative to Task that is optimized for Unity's single-threaded environment by avoiding overhead like ExecutionContext and SynchronizationContext. Async/await with UniTask provides better performance than coroutines or Rx observables for Unity.
Memory Management of C# with Unity Native CollectionsYoshifumi Kawai
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This document discusses C# and memory management in Unity. It begins by introducing the author and some of their open-source projects related to C# and Unity, including libraries for serialization and reactive programming. It then discusses using async/await with Unity through the UniTask library. The document also covers differences in memory management between .NET Core and Unity due to using different runtimes (CoreCLR vs Unity runtime) and virtual machines. It presents examples of using unsafe code and pointers to directly manage memory in C# for cases like native collections. It concludes that while C# aims for a safe managed world, optimizations require bypassing the runtime through unsafe code, and being aware of memory can help better understand behavior and use APIs more
Clash of Oni Online - VR Multiplay Sword Action Yoshifumi Kawai
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"Clash of Oni Online" is made in 2016 Japan VR Hackathon.
2days(31 hours) create vr contents challenge.
This game is made for HTC Vive.
The ancient giant evil Ogre is approaching to the Castle. Charge secret “Samurai Blade” in hand, and repel enemy attack!
Vive Control is your powerful Samurai Blade, hit back rocks Ogre throwing!
Multiplayer online play is available!Cooperate with mate and beat red Ogre up!
5. Windows
WinForms, WPF
Mac
Xamarin.Mac
Windows Tablet
Windows Store Application
WebApplication
ASP.NET MVC/Web API, OWIN
Cloud
Microsoft Azure, AWS
C# Everywhere
Game
Unity, PlayStation Mobile SDK
Mobile
Xamarin.iOS
Xamarin.Android
Windows Phone 8 SDK
Embedded
Windows Embedded
.NET Micro Framework
NUI
Kinect, LeapMotion
6. Windows
WinForms, WPF
Mac
Xamarin.Mac
Windows Tablet
Windows Store Application
WebApplication
ASP.NET MVC/WebAPI, OWIN
Cloud
Microsoft Azure, AWS
C# Everywhere -Current
Game
Unity, PlayStation Mobile SDK
Mobile
Xamarin.iOS
Xamarin.Android
Windows Phone 8 SDK
Embedded
Windows Embedded
.NET Micro Framework
NUI
Kinect, LeapMotion
7. Windows
WinForms, WPF
Mac
Xamarin.Mac
Windows Tablet
Windows Store Application
WebApplication
ASP.NET MVC/WebAPI, OWIN
Cloud
Microsoft Azure, AWS
C# Everywhere-Future
Game
Unity, PlayStation Mobile SDK
Mobile
Xamarin.iOS
Xamarin.Android
Windows Phone 8 SDK
Embedded
Windows Embedded
.NET Micro Framework
NUI
Kinect, LeapMotion