Windows 8 dla twórców gier - rzut oka


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Pierwszy rzut oka na Windows 8 z punktu widzenia programisty gier. Kilka słów o narzędziach itp.
Zapraszam do kontaktu i przesyłania do mnie informacji, które zagadnienia mam rozwinąć i o czym jeszcze chcielibyście posłuchać/poczytać.

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  • Min 1024 x 768Widescreen 1366 x 768Snap view (required)Portrait optionalScaling across form factorsYour app has the opportunity to be used on hundreds of millions of PCsThey range form <10” tablets to >27” screensHD (~200DPI) and Ultra HD (>25o DPI screens a reality soon
  • Content before Chrome is a core principle to Metro-styled designThe shift in focus is crucial – it means that the users, instead of remembering how to use the software, are remembering the content – the news story they read about, the social updates from their friends, the products they are shopping for. Windows 8 is about putting the app on the center stage. Content is the heart of any experience, and everything else are only tools to let you consume and interact with your contentIt’s important to think about how to leverage this real estate and place content first, so that users can actually be immersed in the things they love.Where does chrome come from? LayoutCommandsNavigation
  • Some things to think about:PersonalityCore ValueEmotional Awards Functional BenefitsMessaging and VoiceLogos, Colors, Fonts & Word MarksPhotography, Shapes and Rhetorical ElementsContent and Data Types
  • Possible options for showing ergonomics:On Screen D-PadOn Screen ButtonsGeneral swipe to chop, shoot, etcDragMulti-touch
  • Primary Logo tile – two sizesLive tile will cycle through information like whose turn it isSecondary tiles may link to specific levels, puzzles, minigames, etc
  • Letting you know when it’s your turnAnnouncing new levels being available for cut the ropeTapping the notification launches the applicationSliding down on the notification removes it
  • Sound ControlLanguage selectionSocial sign-inSettings is where Help and About should goThis is also a place to put credits if desired
  • Windows 8 dla twórców gier - rzut oka

    1. 1. Dlaczego właśnie gry na Windows 8? Platforma łatwo dostępna dla deweloperów (Stosunkowo) łatwo się je programuje Bardzo duża baza odbiorców  jedyna możliwość jednoczesnego zaadresowania urządzeń ARMowych Nowe możliwości…
    2. 2. Poprzez Windows Store zainstalujesz grę na każdym urządzeniu z Windows 8
    3. 3. Platforma Windows 8 Windows Store apps Desktop apps XAML HTML / CSS View C C# Controller Model JavaScript HTML C C# C++ VB JavaScript C++ VB WinRT APIs System Services Communication Graphics & Devices & & Data Media Printing Application Model Internet .NET Explorer Win32 SL Windows Kernel Services Kernel
    4. 4. Windows Store App API User Interface HTML5/CSS XAML DirectX Controls Data Binding SVG Tiles Input Accessibility Printing Devices Communications & Data Geolocation Portable Sensors NFC Contracts Local & Cloud Storage Web Notifications Streams Media Visual Background Playback Capture PlayTo XML Networking SMS Effects Transfer Fundamentals Application Memory Threading/Timers Authentication Cryptography Globalization Services Management
    5. 5. wywołania Direct API Jadro systemu WinRT API BrokerKontener aplikacji: podpisany i zwalidowany kod AppXManifest
    6. 6. Cykl życia gry suspendingUżytkownik Uśpionauruchamia Gra działa mało zasobów Kill gry grę gra resuming
    7. 7. Full screen Filled Snapped 16 x 9 4x3 trochę jak telefon
    8. 8. void MyApp::SetWindow(CoreWindow^ window){ window->SizeChanged += ref new TypedEventHandler<CoreWindow^, WindowSizeChangedEventArgs^>( this, &MyApp::OnWindowSizeChanged); ApplicationView::GetForCurrentView()->ViewStateChanged += ref new TypedEventHandler <ApplicationView^, ApplicationViewStateChangedEventArgs^>( this, &MyApp::OnViewStateChanged);}
    9. 9. Orientacje ekranu Landscape Portrait
    10. 10. { DisplayOrientations::None; // Enable rotation by OS/Accelerometer DisplayOrientations::Landscape; // Lock rotation by OS/Accelerometer DisplayOrientations::LandscapeFlipped; // and enable this orientation DisplayOrientations::Portrait; DisplayOrientations::PortraitFlipped;}using namespace Windows::Graphics::Display;DisplayProperties::AutoRotationPreferences = DisplayOrientations::Landscape | DisplayOrientations::LandscapeFlipped;
    11. 11. Gęstość pikseli (DPI) Przy tworzeniu grafiki skup się na DPI XAML jest właściwie niezależny od rozdzielczości Uważaj na sterowanie dotykiem – ludzka dłoń ma taki sam rozmiar niezależnie od rozmiaru ekranu Ekrany 1080p mogą mieć różne rozmiary np. 10”, 30”, 75”
    12. 12. • Windows 8 umożliwia sterowanie grami poprzez dotyk• Mysz i klawiatura są nadal jednym ze sposobów sterowania
    13. 13. Poprawia przejrzystość koduZnajdź wszystkie odnośniki w kodzieWsparcie dla C++/CLI
    14. 14.  Diagramy zależności
    15. 15. #include <amp.h>using namespace concurrency;void AddArrays(int n, int *pA, int *pB, int *pC){ array_view<int,1> a(n, pA); array_view<int,1> b(n, pB); array_view<int,1> sum(n, pC); parallel_for_each(sum.grid, [=](index<1> idx) restrict(amp) { sum[idx] = a[idx] + b[idx]; } );}
    16. 16. Feature Levels umożliwiają dostosowanie do konkretnego sprzętu Feature_Level_9  DirectX 9 Hardware Feature_Level_10  DirectX 10 Hardware Feature_Level_11  DirectX 11 Hardware
    17. 17. • Vertex shaders• Pixel shaders• 8 Textures• 4 Render Targets• Cube maps• Volume textures• Anisotropic filtering• Antialiasing• HDR rendering• Texture compression
    18. 18. • Vertex shaders • Geometry shaders• Pixel shaders • Stream out• 8 Textures • 128 Textures per shader• 4 Render Targets • 8 Render Targets• Cube maps • Integers in shaders• Volume textures • Vertex textures• Anisotropic filtering • Shader sampling• Antialiasing • Constant buffers• HDR rendering • Alpha-to-coverage• Texture compression • Basic DirectCompute • Async resource creation
    19. 19. • Vertex shaders • Geometry shaders • Full DirectCompute• Pixel shaders • Stream out • Random access writes• 8 Textures • 128 Textures per shader • Tessellation shaders• 4 Render Targets • 8 Render Targets • New compression formats• Cube maps • Integers in shaders • Shader linkage• Volume textures • Vertex textures• Anisotropic filtering • Shader sampling• Antialiasing • Constant buffers• HDR rendering • Alpha-to-coverage• Texture compression • Basic DirectCompute • Async resource creation