~/talk

Bringing Star Wars to the iPhone

Talkat Unite 2009 · 2009-10-27..10-30· [game-development]
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Used Unity 1.5 to build and ship Star Wars: Trench Run as a paid iPhone app, exporting to Xcode and embedding a Cocoa front end; typical meshes stay around 10,000 polys with animated parts at 2–3k, and the team keeps draw calls under 30 (3GS tolerated ~40). Key tricks: combine children/mesh batching, particle emitters count as one draw call, lasers use a line renderer plus a particle burst, TIEs use a waypoint manager that follows the X‑Wing, single update loop for performance, preallocate locals, compress music per scene and keep textures small (256–512).

AI-written summary · about

  1. 0:00Introduction
  2. 1:06Why Unity for iPhone
  3. 8:52Unity iPhone IDE workflow
  4. 10:17Optimizing Trench Run with batching
  5. 15:54Lasers with particles and line renderers
  6. 18:24Collision detection and scoring
  7. 22:57TIE fighter AI and waypoints
  8. 27:16Optimizing engine updates and radar
  9. 33:19Sound design for iPhone
  10. 37:11Texture size considerations
  11. 41:45iPhone shaders and settings
  12. 44:17GUI manager for HUD
  13. 46:51Unity iPhone tips
  14. 51:10Co-routines and code optimization
  15. 53:39Stripping code and licensing
  16. 55:07Q&A
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