~/talk

SceneKit, Metal, and OpenGL

Talkat 360iDev 2015 · 2015-08-18..08-21· [webassembly]
speakerdeck:jblocksom
slides:none on file

Compares SceneKit, OpenGL, Metal with concrete tradeoffs: SceneKit gives rapid results with a scene graph, physics, particle systems and easy model loading; OpenGL keeps cross‑platform compatibility and explicit state and shaders; Metal plus MetalKit and Model I/O exposes command buffers, render pipelines and precompiled shaders for much tighter performance. Demonstrates 10,000 cubes at 60 fps versus ~10 fps in SceneKit, shows Model I/O mesh/ lightmap features, and explains the exact boilerplate each API requires.

AI-written summary · about

  1. 0:00Start
  2. 6:15SceneGraphs • Describe 3D scene with a tree structure
  3. 7:17SceneKit Forest
  4. 11:29More Cool SceneKit Stuff
  5. 13:03SceneKit Performance
  6. 14:06SceneKit vs. OpenGL
  7. 18:35Using OpenGL
  8. 18:53Shaders
  9. 20:52Drawing A 3D Cube
  10. 21:13Project
  11. 21:57Rasterize
  12. 22:12Color
  13. 23:25Geometry Layout
  14. 24:20Specifying Geometry
  15. 24:41Contrast with SceneKit
  16. 25:13Less Painful OpenGL
  17. 26:57Model I/0
  18. 31:53Why Metal?
  19. 33:41Hello, Metal
  20. 34:26A Metal Triangle
  21. 34:56What Really Matters
  22. 35:48MetalKit
  23. 37:27Metal Shading Language
  24. 38:05Vertex Shader
  25. 39:33How About a Demo
  26. 40:15Metal vs. OpenGL
  27. 42:42iOS 3D Resources
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