This document discusses using Spine, an animation tool, to create 2D skeletal animations for games. It notes that Spine allows for more flexible and memory-efficient animations compared to traditional frame-based animation. While Spine animations require more processing power at runtime, it concludes that developers should use both animation methods depending on the needs of different characters in a game.
OGDC 2014_Why choosing 2D animation for Mobile Game?_Mr. Joe Tranogdc
This document discusses animation options for a mobile tower defense game with 500+ characters. It considers fully 3D animation but finds it too resource intensive. 2D animation is explored but only allows rendering in one direction. 2.5D animation is proposed as a solution, using graphical effects to make 2D animations appear 3D and allowing rendering in multiple directions. Key advantages noted are reusing animations across characters and creating a 3D feeling while maintaining simple graphics requirements and speed.
The document describes the process of creating an animation in Photoshop. First, the creator designed a background in Photoshop to set the mood. Then they arranged layers and considered how to apply them. Next, they worked on animating individual layers for different elements, such as making breadcrumbs disappear. Precise movement was added by moving layers frame by frame using keyboard arrows. Finally, the timing of layers was refined and the animation was exported to video format.
Achieving Scale with HoloLens and BIM: Designing for interactions with large ...Windows Developer
The adoption of Building Information Modeling (BIM) has led to an explosion of 3D model content. These models are highly detailed virtual versions of buildings, infrastructure, and machines used to (pre) construct the built environment. The challenge with such models and mixed reality is how to get such content to the HoloLens and also support interactions with the data. Loading the models to the devise is not practical, so we are exploring streaming stereoscopic frames to the HoloLens over Wi-Fi. The models are running on Azure-Hosted GPU infrastructure that is best suited for these large datasets. The presentation will show our various prototypes, our latest working solution, lessons learned, and where we are headed next.
This document summarizes the evolution of graphics in games from text-based games in the 1970s-1990s to modern 3D graphics. It covers early vector and full motion video games, as well as 2D side-scrolling and top-down games. It then discusses 2.5D, fixed 3D, first-person and third-person 3D games. The document concludes with sections on stereographic, multi-monitor, and augmented reality graphics.
Ace is a browser-based code editor that aims to be fully-featured, extensible, scalable, and cross-browser compatible without compromising on performance or features. It uses a document model and renderer to display only the visible portions of code for better performance with large files and across browsers. Ace is open source with over 30 contributors and has a growing community around continued development of features like code completion and navigation.
Presenting on CATiledLayer at Melbourne Cocoaheds February 2012.
JCMultimedia blog post: http://blog.jcmultimedia.com.au/2012/02/jctiledscrollview.html
Demo code is available here: https://github.com/jessedc/JCTiledScrollView
Animation software by Er. Suvisha GuptaSuvisha Gupta
Animation is the simulation of movement created by displaying a series of pictures. Animation software is used to create different types of animations. Some popular animation software include Adobe After Effects, Photoshop, and Flash. After Effects is used for motion graphics, visual effects, and compositing. Photoshop supports 3D formats and tools like content-aware scaling. Flash is used to create vector graphics, animations, games and rich internet applications for websites.
This document discusses various technologies presented at the Vodafone/3GSM Barcelona 2010 conference for mobile application development. It outlines opportunities for developers in global markets with new standards and platforms. It also describes technologies like Web Runtime engines, widgets, DHTML, SVG, and Canvas that power interactive mobile experiences. Finally, it compares different approaches to text rendering, animation, and graphics on mobile devices.
OGDC 2014_Why choosing 2D animation for Mobile Game?_Mr. Joe Tranogdc
This document discusses animation options for a mobile tower defense game with 500+ characters. It considers fully 3D animation but finds it too resource intensive. 2D animation is explored but only allows rendering in one direction. 2.5D animation is proposed as a solution, using graphical effects to make 2D animations appear 3D and allowing rendering in multiple directions. Key advantages noted are reusing animations across characters and creating a 3D feeling while maintaining simple graphics requirements and speed.
The document describes the process of creating an animation in Photoshop. First, the creator designed a background in Photoshop to set the mood. Then they arranged layers and considered how to apply them. Next, they worked on animating individual layers for different elements, such as making breadcrumbs disappear. Precise movement was added by moving layers frame by frame using keyboard arrows. Finally, the timing of layers was refined and the animation was exported to video format.
Achieving Scale with HoloLens and BIM: Designing for interactions with large ...Windows Developer
The adoption of Building Information Modeling (BIM) has led to an explosion of 3D model content. These models are highly detailed virtual versions of buildings, infrastructure, and machines used to (pre) construct the built environment. The challenge with such models and mixed reality is how to get such content to the HoloLens and also support interactions with the data. Loading the models to the devise is not practical, so we are exploring streaming stereoscopic frames to the HoloLens over Wi-Fi. The models are running on Azure-Hosted GPU infrastructure that is best suited for these large datasets. The presentation will show our various prototypes, our latest working solution, lessons learned, and where we are headed next.
This document summarizes the evolution of graphics in games from text-based games in the 1970s-1990s to modern 3D graphics. It covers early vector and full motion video games, as well as 2D side-scrolling and top-down games. It then discusses 2.5D, fixed 3D, first-person and third-person 3D games. The document concludes with sections on stereographic, multi-monitor, and augmented reality graphics.
Ace is a browser-based code editor that aims to be fully-featured, extensible, scalable, and cross-browser compatible without compromising on performance or features. It uses a document model and renderer to display only the visible portions of code for better performance with large files and across browsers. Ace is open source with over 30 contributors and has a growing community around continued development of features like code completion and navigation.
Presenting on CATiledLayer at Melbourne Cocoaheds February 2012.
JCMultimedia blog post: http://blog.jcmultimedia.com.au/2012/02/jctiledscrollview.html
Demo code is available here: https://github.com/jessedc/JCTiledScrollView
Animation software by Er. Suvisha GuptaSuvisha Gupta
Animation is the simulation of movement created by displaying a series of pictures. Animation software is used to create different types of animations. Some popular animation software include Adobe After Effects, Photoshop, and Flash. After Effects is used for motion graphics, visual effects, and compositing. Photoshop supports 3D formats and tools like content-aware scaling. Flash is used to create vector graphics, animations, games and rich internet applications for websites.
This document discusses various technologies presented at the Vodafone/3GSM Barcelona 2010 conference for mobile application development. It outlines opportunities for developers in global markets with new standards and platforms. It also describes technologies like Web Runtime engines, widgets, DHTML, SVG, and Canvas that power interactive mobile experiences. Finally, it compares different approaches to text rendering, animation, and graphics on mobile devices.
The document discusses the animation development process including hardware and software requirements as well as production phases. It outlines the necessary hardware of PCs, Macs, and graphic workstations. It also describes 2D and 3D animation software levels from elementary to master. The production phases include pre-production (idea, storyline, design), production (character sheets, props, compositing), and post-production (editing, distribution).
In this talk, I share some insight into how GameSys uses a polyglot stack evolving around .net to build our games and the different kind of scalability and big data challenges we have to face.
The recording of the talk can be found on SkillsMatter website : http://skillsmatter.com/podcast/home/dotnet-in-social-gaming8207/js-1603
Through using various hardware equipment like cameras, lighting, computers and accessories, the document discusses how the equipment helped the students produce their media coursework to a high standard, but also presented some challenges along the way. Key pieces included DSLR cameras for photos, strobe lights and soft boxes for lighting, iMacs for editing software, a video camera, SD cards for storage, a tripod, steady cam and extra camera batteries. Learning to properly operate the equipment and overcome issues like low light performance or computer incompatibilities helped the students achieve their envisioned project outcomes.
The document describes experiments Ben Dix conducted for a production project. It includes links to video experiments on bounce/motion, a shark game, an RPG walk cycle test, a video game test, and an RPG music test. It also provides details on the animation process in Photoshop, including how to set up the canvas and timeline for frame-by-frame animation. Specific techniques are described like creating a scrolling background and walk cycles using few sprite models. The document concludes with a reflection on which elements from the experiments will be included in the final product, such as the scrolling background, low sprite counts, and music created in Beepbox.
This document discusses the technologies used in creating a film project, including a Glidecam for stabilizing video shots, a Sony camera for high quality 1080p footage, Final Cut software for basic editing, Adobe After Effects for advanced titling and keyframing, and Garageband for creating looped music samples. The document evaluates the benefits and limitations of each technology.
Presentasi dari Zulfa Auliya'ul Amri, Crew dari Agate Studio dalam event Talent Development Saturday Agate Studio. http://agatestudio.com
Talent Development Saturday adalah acara Agate Studio crew sharing berbagai topik. Mulai dari Art, Programming, Game Production dan General Business/Management. TDS ini dilakukan tanggal 8 Februari 2014 di Bandung Digital Valley.
This chapter discusses animating characters in 3ds Max 2015 including animating an alien using freeform animation and the Dope Sheet, animating a biped using footstep-driven animation by adding footsteps and sequences, and tweaking the animation with freeform animation and modifying it using the Dope Sheet such as adding manual footsteps.
Super Gun Kids: The Making Of by Iain Lobbmochimedia
This document summarizes Iain Lobb's experience developing the Flash game Super Gun Kids. It describes some of Iain's previous games, the development of Super Gun Kids including gameplay, art, and animation, lessons learned, and plans for future projects. Key points include that Super Gun Kids took over a year to develop, utilized Iain's Dull Dude framework and brought on artist Amanda to help with backgrounds, and that Iain wants future projects to be cross-platform and have more scope control.
Creating A Character in Uncharted: Drake's FortuneNaughty Dog
Christian Gyrling is a programmer at Naughty Dog who created the enemy characters and co-authored the AI in Uncharted: Drake's Fortune. He discusses the challenges of creating many complex animations for the new console generation. To address these challenges, Naughty Dog used additive animations to preserve base animations while adding variations like aiming and looking. They also streamlined the animation workflow and built a test bed to quickly iterate. This allowed for great variety in enemy movements and reactions without much additional programming complexity.
The document discusses various techniques for implementing animation in computer games. It begins by outlining the goals of animation and then describes different technical approaches like cel animation, billboards with animated textures, rigid hierarchical animation, vertex animation, and skinned animation. It also covers related topics like using animation for data compression, blending animations, physics-based animation, and the role of animation in artificial intelligence for games.
This private Runescape server offers players a faster leveling experience through increased XP rates of 25x. It has all current Runescape content, skills, places, bosses, mini-games, and a helpful community. Membership is offered for a $10 lifetime fee for even higher XP rates and drop rates. The server aims to help players enjoy the game faster without tedious grinding so they can experience more of what makes Runescape unique from other games.
This document discusses techniques for making 3D games with Molehill, including:
- Using dual quaternions for character animation to allow more bones within shader constant limits.
- The Frima 3D file format which optimizes size and processing for Molehill games.
- Texturing using compressed Adobe Texture Format files.
- Dividing particle system work between CPU and GPU for better performance.
- Fake volumetric lights and projected shadows to simulate more advanced lighting.
- Profiling tools like Pix and Intel GPA for debugging GPU performance bottlenecks.
Slant Six Games uses SCons as their data build system for games like SOCOM: Confrontation. SCons is a Python-based build tool that provides fast, correct, and extensible builds. It supports features like dependency tracking and shared caching that help optimize their large data builds. While SCons works well overall, challenges include slow initial dependency scanning for large asset trees and bottlenecks introduced by tools like Maya. Staged building and selective dependency analysis help address these issues.
OGDC2013_ Cross platform game development with html5_ Mr Hoang Dinh Quangogdc
This document discusses HTML5 and its suitability for cross-platform game development. It outlines some of HTML5's capabilities like media playback, WebSockets, local storage and Canvas. It then discusses reasons why HTML5 is good for development, such as a large talent pool and cross-platform support. Potential issues mentioned include performance concerns and an immature community. Solutions proposed include using game engines and tools to access native device APIs and services. The document concludes by showcasing a turn-based mobile game built with HTML5 and the benefits of tools that allow rapid cross-platform compiling and deployment.
Ogdc 2013 cross platform game development with html5Son Aris
This document discusses HTML5 and its suitability for cross-platform game development. It outlines some of HTML5's capabilities like media playback, WebSockets, local storage and Canvas. It also discusses advantages like wide browser support, easier training of employees, and cross-platform compatibility. Potential disadvantages mentioned include performance issues, a new and quiet developer community, and limitations of 3D graphics. The document also showcases tools for HTML5 game development and addresses challenges like memory consumption and long build times.
The document provides guidance for creating a stop motion animation project. It outlines the key phases of the project: research, preparation, production, and publication. Some of the main objectives are to locate advice for creating stop motion animations, create a checklist of tips, and produce a short stop motion animation. It offers examples of existing animations and provides links to guides and tutorials about stop motion techniques. It also gives advice on storyboarding, character development, building sets, using soundtracks, and post-production editing.
Controlling Project Size for Student/Hobby Videogame DevelopmentChris DeLeon
Brief introductory talk for the VGDev student videogame development club at Georgia Tech, highlighting basic concepts to help keep student/hobby-sized projects realistic and completable.
Chasing AMI - Building Amazon machine images with Puppet, Packer and JenkinsTomas Doran
Using puppet when configuring EC2 machines seems a natural fit. However bringing up new machines from a community image with puppet is not trivial and can be slow, and so not useful for auto-scaling.
The cloud also offers a solution to ongoing server maintenance, allowing you to launch fresh instances whenever you upgrade your applications (Immutable or Phoenix servers). However to predictably succeed, you need to freeze the puppet code alongside the application version for deployment.
The solution to these issues is generating custom machine images (AMIs) with your software inlined. This talk will cover Yelp's use of a Packer, Jenkins and Puppet for generating AMIs. This will include how we deal with issues like bootstrapping, getting canonical information about a machine's environment and cluster state at launch time, as well as supporting immutable/phoenix servers in combination with more traditional long lived servers inside our hybrid cloud infrastructure.
Presented at Web Unleashed 2017. More info at www.fitc.ca/webu
Presented by Alexander Blom, Isle of Code
Overview
Adding animations to web and hybrid apps can be challenging. Aside from choosing technique, you are often left with jank and less than desirable performance.
Objective
Audience members will leave with a better understanding of animation performance & pitfalls desktop and mobile context.
Target Audience
Web/Hybrid developers looking to improve animation performance.
Assumed Audience Knowledge
Basic JS/CSS assumed
Six Things Audience Members Will Learn
What are my choices when needing to animate?
What changes in a mobile context?
What are the tradeoffs and how do I decide?
What are the common pitfalls?
How do I debug performance problems?
Getting a smooth animation.
The document discusses the animation development process including hardware and software requirements as well as production phases. It outlines the necessary hardware of PCs, Macs, and graphic workstations. It also describes 2D and 3D animation software levels from elementary to master. The production phases include pre-production (idea, storyline, design), production (character sheets, props, compositing), and post-production (editing, distribution).
In this talk, I share some insight into how GameSys uses a polyglot stack evolving around .net to build our games and the different kind of scalability and big data challenges we have to face.
The recording of the talk can be found on SkillsMatter website : http://skillsmatter.com/podcast/home/dotnet-in-social-gaming8207/js-1603
Through using various hardware equipment like cameras, lighting, computers and accessories, the document discusses how the equipment helped the students produce their media coursework to a high standard, but also presented some challenges along the way. Key pieces included DSLR cameras for photos, strobe lights and soft boxes for lighting, iMacs for editing software, a video camera, SD cards for storage, a tripod, steady cam and extra camera batteries. Learning to properly operate the equipment and overcome issues like low light performance or computer incompatibilities helped the students achieve their envisioned project outcomes.
The document describes experiments Ben Dix conducted for a production project. It includes links to video experiments on bounce/motion, a shark game, an RPG walk cycle test, a video game test, and an RPG music test. It also provides details on the animation process in Photoshop, including how to set up the canvas and timeline for frame-by-frame animation. Specific techniques are described like creating a scrolling background and walk cycles using few sprite models. The document concludes with a reflection on which elements from the experiments will be included in the final product, such as the scrolling background, low sprite counts, and music created in Beepbox.
This document discusses the technologies used in creating a film project, including a Glidecam for stabilizing video shots, a Sony camera for high quality 1080p footage, Final Cut software for basic editing, Adobe After Effects for advanced titling and keyframing, and Garageband for creating looped music samples. The document evaluates the benefits and limitations of each technology.
Presentasi dari Zulfa Auliya'ul Amri, Crew dari Agate Studio dalam event Talent Development Saturday Agate Studio. http://agatestudio.com
Talent Development Saturday adalah acara Agate Studio crew sharing berbagai topik. Mulai dari Art, Programming, Game Production dan General Business/Management. TDS ini dilakukan tanggal 8 Februari 2014 di Bandung Digital Valley.
This chapter discusses animating characters in 3ds Max 2015 including animating an alien using freeform animation and the Dope Sheet, animating a biped using footstep-driven animation by adding footsteps and sequences, and tweaking the animation with freeform animation and modifying it using the Dope Sheet such as adding manual footsteps.
Super Gun Kids: The Making Of by Iain Lobbmochimedia
This document summarizes Iain Lobb's experience developing the Flash game Super Gun Kids. It describes some of Iain's previous games, the development of Super Gun Kids including gameplay, art, and animation, lessons learned, and plans for future projects. Key points include that Super Gun Kids took over a year to develop, utilized Iain's Dull Dude framework and brought on artist Amanda to help with backgrounds, and that Iain wants future projects to be cross-platform and have more scope control.
Creating A Character in Uncharted: Drake's FortuneNaughty Dog
Christian Gyrling is a programmer at Naughty Dog who created the enemy characters and co-authored the AI in Uncharted: Drake's Fortune. He discusses the challenges of creating many complex animations for the new console generation. To address these challenges, Naughty Dog used additive animations to preserve base animations while adding variations like aiming and looking. They also streamlined the animation workflow and built a test bed to quickly iterate. This allowed for great variety in enemy movements and reactions without much additional programming complexity.
The document discusses various techniques for implementing animation in computer games. It begins by outlining the goals of animation and then describes different technical approaches like cel animation, billboards with animated textures, rigid hierarchical animation, vertex animation, and skinned animation. It also covers related topics like using animation for data compression, blending animations, physics-based animation, and the role of animation in artificial intelligence for games.
This private Runescape server offers players a faster leveling experience through increased XP rates of 25x. It has all current Runescape content, skills, places, bosses, mini-games, and a helpful community. Membership is offered for a $10 lifetime fee for even higher XP rates and drop rates. The server aims to help players enjoy the game faster without tedious grinding so they can experience more of what makes Runescape unique from other games.
This document discusses techniques for making 3D games with Molehill, including:
- Using dual quaternions for character animation to allow more bones within shader constant limits.
- The Frima 3D file format which optimizes size and processing for Molehill games.
- Texturing using compressed Adobe Texture Format files.
- Dividing particle system work between CPU and GPU for better performance.
- Fake volumetric lights and projected shadows to simulate more advanced lighting.
- Profiling tools like Pix and Intel GPA for debugging GPU performance bottlenecks.
Slant Six Games uses SCons as their data build system for games like SOCOM: Confrontation. SCons is a Python-based build tool that provides fast, correct, and extensible builds. It supports features like dependency tracking and shared caching that help optimize their large data builds. While SCons works well overall, challenges include slow initial dependency scanning for large asset trees and bottlenecks introduced by tools like Maya. Staged building and selective dependency analysis help address these issues.
OGDC2013_ Cross platform game development with html5_ Mr Hoang Dinh Quangogdc
This document discusses HTML5 and its suitability for cross-platform game development. It outlines some of HTML5's capabilities like media playback, WebSockets, local storage and Canvas. It then discusses reasons why HTML5 is good for development, such as a large talent pool and cross-platform support. Potential issues mentioned include performance concerns and an immature community. Solutions proposed include using game engines and tools to access native device APIs and services. The document concludes by showcasing a turn-based mobile game built with HTML5 and the benefits of tools that allow rapid cross-platform compiling and deployment.
Ogdc 2013 cross platform game development with html5Son Aris
This document discusses HTML5 and its suitability for cross-platform game development. It outlines some of HTML5's capabilities like media playback, WebSockets, local storage and Canvas. It also discusses advantages like wide browser support, easier training of employees, and cross-platform compatibility. Potential disadvantages mentioned include performance issues, a new and quiet developer community, and limitations of 3D graphics. The document also showcases tools for HTML5 game development and addresses challenges like memory consumption and long build times.
The document provides guidance for creating a stop motion animation project. It outlines the key phases of the project: research, preparation, production, and publication. Some of the main objectives are to locate advice for creating stop motion animations, create a checklist of tips, and produce a short stop motion animation. It offers examples of existing animations and provides links to guides and tutorials about stop motion techniques. It also gives advice on storyboarding, character development, building sets, using soundtracks, and post-production editing.
Controlling Project Size for Student/Hobby Videogame DevelopmentChris DeLeon
Brief introductory talk for the VGDev student videogame development club at Georgia Tech, highlighting basic concepts to help keep student/hobby-sized projects realistic and completable.
Chasing AMI - Building Amazon machine images with Puppet, Packer and JenkinsTomas Doran
Using puppet when configuring EC2 machines seems a natural fit. However bringing up new machines from a community image with puppet is not trivial and can be slow, and so not useful for auto-scaling.
The cloud also offers a solution to ongoing server maintenance, allowing you to launch fresh instances whenever you upgrade your applications (Immutable or Phoenix servers). However to predictably succeed, you need to freeze the puppet code alongside the application version for deployment.
The solution to these issues is generating custom machine images (AMIs) with your software inlined. This talk will cover Yelp's use of a Packer, Jenkins and Puppet for generating AMIs. This will include how we deal with issues like bootstrapping, getting canonical information about a machine's environment and cluster state at launch time, as well as supporting immutable/phoenix servers in combination with more traditional long lived servers inside our hybrid cloud infrastructure.
Presented at Web Unleashed 2017. More info at www.fitc.ca/webu
Presented by Alexander Blom, Isle of Code
Overview
Adding animations to web and hybrid apps can be challenging. Aside from choosing technique, you are often left with jank and less than desirable performance.
Objective
Audience members will leave with a better understanding of animation performance & pitfalls desktop and mobile context.
Target Audience
Web/Hybrid developers looking to improve animation performance.
Assumed Audience Knowledge
Basic JS/CSS assumed
Six Things Audience Members Will Learn
What are my choices when needing to animate?
What changes in a mobile context?
What are the tradeoffs and how do I decide?
What are the common pitfalls?
How do I debug performance problems?
Getting a smooth animation.
BSidesDelhi 2018: Headshot - Game Hacking on macOSBSides Delhi
Presenter: Jai Verma
Abstract: Game hacking is a major contributor to the hacking economy. People shell out a lot of money for hacks which help them cheat at multiplayer games. These hacks can range from enhancing in-game abilities for gaining an upper hand in the game, to bypassing in-app purchases. With the advent of anti-cheat such as VAC (Valve Anti Cheat), the techniques employed by hackers to cheat at games have become increasingly refined. These techniques are comparable to those utilised in sophisticated malware and rootkits. These techniques include runtime process injection, function interposition, and proxying network traffic to name a few. To avoid detection, hackers even resort to custom kernel drivers to interact with the game process. This talk will detail a few of the techniques utilised by game hackers and malware developers alike, through the hacking of an open-source game. I will showcase some hacks for an open-source FPS game by describing the method in detail for the macOS platform. While the demo will be macOS specific, the approach applies to all modern operating systems.
This document provides an overview of the team structure and development process used by Sony Computer Entertainment America's Santa Monica Studio to create the game God of War. The studio utilized an open floor plan and divided teams into code, design, art, sound, and production. Assets were created in Maya and processed into game data. Tools were created to facilitate collaboration between designers and programmers. The code and combat systems were designed to be reusable across different characters. Waypoints were created in Maya to define navigation areas.
This document provides an overview of Cocos2D, an open source framework for building 2D games and other interactive applications. It discusses Cocos2D's scene graph structure, principal classes like CCNode and CCDirector, use of sprites and actions, and tools for working with Cocos2D like TexturePacker. It also compares building games with Cocos2D on iOS versus Android and introduces Cocos2D-X for cross-platform development and Cocos2D-HTML5 for web games.
The document discusses the development of the video game Ghajini: The Game based on the Bollywood film. It describes the producer's role, sales of 25-30k copies, and collaboration with Intel. It outlines the production cycle and discusses technical decisions like using Photoshop to burn lighting into textures. Key features developed include the 3D menu, comic book cutscenes, AI pathfinding, and integrating profiling tools. Some planned features like ranged weapons were omitted to stay true to the source material. Game balance was achieved by adjusting parameters like enemy health and dodge rates on different difficulty levels.
This document discusses strategies for building an economy, producing different types of units, and investing settlers to race for victory in a game. It also covers using traders to generate money, using monks to research technologies and convert sectors, and using soldiers to conquer sectors. The document provides details on settlers, the game editor features, fast map creation processes, measuring game behavior, optimizing resource usage, and potential future online multiplayer expansions to the game.
Similar to OGDC2013_ Spine Animation_ Mr Alviss Ha (20)
OGDC 2014_Entity system in mobile game development_Mr. Cody nguyenogdc
The document discusses using a component-based entity system architecture for developing a large mobile tower defense game with over 500 playable characters, complex item systems, and multiple game modes. A component-based entity system separates game objects into reusable components and uses independent processing systems, which makes the architecture easy to understand, maintain, and adapt to changing requirements. This fits well with a data-driven development approach using a database like MongoDB. The document recommends using an open-source entity system framework like Artemis and processing components in parallel threads to take advantage of the architecture.
OGDC 2014_Sky Garden Mobile conceptualization: From PC to Mobile_Mr. Luc Hoan...ogdc
The document discusses the work of 2D artists Lục Hoàng Hiếu and Lê Quang Duy. It outlines advantages and difficulties of 2D artwork, including reference concepts, templates, and resource management. Unique artworks discussed include bug and machine animations, NPC characters, and a story based on Jack and the Beanstalk and Little Red Riding Hood. Screenshots show UI elements for in-game experiences, optimization of image sizes, resolution problems, and resolution with markers.
OGDC 2014_Creativity in Game Design - Case Study: Famous Vietnamese mobile ga...ogdc
This document discusses creativity in game design and provides case studies of famous Vietnamese mobile games. It begins by introducing the presenter Nicolas Leymonerie and his experience in game development. The presentation aims to provide key knowledge and methods for game designers by examining creativity techniques and famous Vietnamese mobile games as examples. It discusses how creativity involves making something new perceptible through the 5 senses and provides game design examples. The document also outlines techniques like inspiration, adaptation, and hybridization to spark new game concepts within constraints like target markets, platforms, budgets and deadlines.
OGDC 2014_Vietnam Mobile Internet 2014: A focus in smartphone game and compar...ogdc
1) Vietnam's mobile internet and smartphone gaming market has grown rapidly in recent years, with smartphone users increasing almost 4-fold to 18 million between 2012 and 2014.
2) The mobile game market is expected to reach $210 million in 2014, growing 75% over the previous year. Smartphone games will account for 79% of this market.
3) Casual games currently make up the largest share of the mobile gaming market in Vietnam at 23.6% as of May 2014. Card and board games are the second largest genre.
4) Cheap Android devices starting at $120 have driven adoption of smartphones in Vietnam, with Android making up over 70% of devices as of May 2014.
OGDC 2014_Vietnam Smartphone game market 2013 overview. From vision to action...ogdc
This document summarizes mobile game market statistics and trends in Vietnam. In 2013, Vietnam had the largest mobile game market in Southeast Asia, generating $233 million in revenue. The Vietnamese mobile game market was estimated to be worth $25.5 million in 2013, growing to $35 million in 2014 and $52 million in 2016. The average time spent playing mobile games in Vietnam was 47.5% under 1 hour, 35.6% 1-2 hours, 11.7% 2-3 hours, and 5.3% over 3 hours. The trend is moving from casual to mid-core games, with social and puzzle games being released on mobile first.
OGDC 2014_User segmentation and Monetization_Mr. Phat hoangogdc
This document discusses how AdMob can help game developers maximize revenue from their apps. It highlights that historically 50% of Google advertiser spending has been on games. It promotes AdMob's ability to segment users, optimize ad networks, and grow in-app purchase revenue through targeted ads. The document also introduces new features like integrated Google Analytics reporting and real-time optimization of ad networks on the AdMob platform.
OGDC 2014_Animation workflow with Spine in Tiny Busters_Mr. Huynh Dong Haiogdc
Tiny Busters' animation workflow involves artists designing and painting character assets which are then exported and organized. The characters are built in the Spine animation tool by attaching images to bones and animating the bones. The animated characters are then exported as atlas and JSON files for technical implementation in engines. The workflow allows characters to be animated and integrated into games.
OGDC 2014_Speed Up and make quality 3D game models_Mr. Pham Duc Duyogdc
Pham Duc Duy discusses strategies for speeding up 3D modeling and ensuring quality. He recommends building your own libraries and using tools in software like Maya and Zbrush. Understanding anatomy, topology, and using references are also important for quality. Duy provides his own experiences completing 332 tool models in 95 days and 90 high quality models in 50 days for projects using these techniques.
OGDC 2014_Architecting Games in Unity_Mr. Rustum Scammellogdc
This document discusses common patterns for developing games in Unity. It recommends using core application logic like a main controller to manage scene loading and unloading. The main controller would use different states like load, unload, and run. It also recommends implementing object pooling for things like explosions and enemies by preloading a set number and disabling unused objects. Singleton and pool-based controllers are common for managing objects and communication between them. The document provides examples of implementing a scene state machine and object pooling in Unity.
OGDC 2014_One-Man Studio: How to make a game prototype_Mr. Le Vo Tien Giangogdc
The document discusses how to make a game prototype as a one-man studio. It recommends first creating a playable prototype to demonstrate the game idea. As a one-man studio, it is important to use free or inexpensive tools to create prototypes efficiently. Examples of prototypes made in Unity are provided to illustrate the process. The document stresses the value of collaborating with others, like designers, programmers and artists, to strengthen prototypes and make progress.
OGDC 2014_Hands on experience with Cocos2dx in cross-platform with Farmery_Mr...ogdc
The document discusses developing the Farmery game using the cocos2d-x game engine. It describes how the game uses over 125 animations optimized through tools like Dragon Bone. It also covers how cocos2d-x allows for multi-screen support across different devices by adjusting screen sizes and resolutions. Finally, it provides steps for debugging cocos2d-x games on Android using Eclipse instead of Cygwin on Windows.
OGDC 2014_Optimize or Die: Key disciplines to optimize your mobile game_Mr. P...ogdc
Pham Hoang Long presented on optimizing game performance. He discussed how frame rate, game size, files, and textures impact user experience and development costs. Frame rates of 15 FPS, 30 FPS and 60 FPS were tested and compared. File types like .bin, .xml, .json, .png and audio formats affect game size. Texture optimization can use sprite sheets to improve performance. The talk addressed choosing frameworks, testing performance, and balancing quality against constraints.
OGDC 2014_ An artist's story_Mr. Vu Cam Cong Danhogdc
This document outlines the process an artist named Vu Danh took to develop concepts for characters. It includes sketches of ideas taken from sources like Dragonball and H.R. Giger. The document discusses habits, advantages and disadvantages of habits in the conceptual process. Key concepts that were considered include Lilith, the four horsemen of the apocalypse, and angelic figures from Abrahamic religions. The overall summary is the artist developing character concepts by researching various influences, sketching ideas, and considering how habits affect the creative process.
OGDC 2014_Tips and Tricks for seasonal events and community building in Drago...ogdc
This document discusses strategic planning for events in the Dragon Island mobile game. It analyzes user behavior data over time, including spikes during holidays and festivals. Event planning aims to increase active users and revenue. Graphics show daily and hourly user patterns, with more activity on Saturdays. Successful community building requires understanding users, moderating visible and invisible groups, and hosting gamer meetings to foster trust and connections while managing costs.
OGDC 2014_Cross platform mobile game application development_Mr. Makku J.Keroogdc
This document discusses different approaches for developing cross-platform mobile applications, including using a virtual machine/interpreter, embedding a web browser, and converting source code. It notes common issues with the first two approaches like large install sizes, excessive memory use, and limited API access. The document then introduces a source code conversion approach using a programming language translator. This allows creating small installers, optimal memory use, native performance, and full API access across platforms. An example of converting Eqela code to Java code is provided.
OGDC 2014_Tips and Tricks for seasonal events and community building in Drago...ogdc
The document discusses community building in Dragon Island through the use of avatars, moderators, and gamer meetings. It notes that 30% of users are "visible" and 70% are "invisible", and moderators are needed for both groups. Moderators for visible users need to be understanding while moderators for invisible users require care, understanding, and trust. Gamer meetings are suggested to develop the community in an organized manner but would require people's time and cost.
OGDC 2014_Business design is game design: 10 bits of business/design wisdom_M...ogdc
The document discusses 10 bits of business and design wisdom for game design presented by Nguyen Chi Hieu from VNG Corporation. The 10 bits are to share your vision, have a heart, be agile, have modular design, play your game, communicate wisely, have priority, balance your goals, ship your projects, and continue improving through rinse and repeat cycles.
OGDC 2014_Build your own Particle System_Mr. Nguyen Dang Quangogdc
1. The document describes how to build a customizable particle system by breaking it down into emitters, particle groups, and individual particle instances.
2. Key properties that can be customized include position, scale, rotation, opacity, anchor points, life span, birth rate, wind, gravity, bouncing, and time controls.
3. The properties of individual particles are calculated based on inputs to the parent emitter and particle group, combined with randomization and animation over the particle's lifetime.
OGDC 2014_ Game Design: 5 years of painful lessons_Mr. Do Van Thanhogdc
This document provides a summary of lessons learned from 5 years of experience as a Game Design Leader at Game Studio North. It outlines 4 key lessons:
1. Prioritizing fun is important but difficult to achieve and balance with other goals like progress and improvements.
2. Simplicity is important for games, especially big titles, but it can be challenging to determine what can be removed without negatively impacting the game.
3. Emotional design and effective naming are important factors to consider.
4. Providing good user support and continuously playing one's own games helps improve the design process.
OGDC 2014_3D Graphic on mobile_Mr. Hoang Minh Truongogdc
The document discusses the results of a study on the impact of climate change on global wheat production. Researchers found that rising temperatures will significantly reduce wheat yields across different regions of the world by the end of the century. Under a high emissions scenario, the study projects a global average decrease in wheat production of 6% by 2050, and a 17% decrease by 2100, threatening global food security.
HCL Notes und Domino Lizenzkostenreduzierung in der Welt von DLAUpanagenda
Webinar Recording: https://www.panagenda.com/webinars/hcl-notes-und-domino-lizenzkostenreduzierung-in-der-welt-von-dlau/
DLAU und die Lizenzen nach dem CCB- und CCX-Modell sind für viele in der HCL-Community seit letztem Jahr ein heißes Thema. Als Notes- oder Domino-Kunde haben Sie vielleicht mit unerwartet hohen Benutzerzahlen und Lizenzgebühren zu kämpfen. Sie fragen sich vielleicht, wie diese neue Art der Lizenzierung funktioniert und welchen Nutzen sie Ihnen bringt. Vor allem wollen Sie sicherlich Ihr Budget einhalten und Kosten sparen, wo immer möglich. Das verstehen wir und wir möchten Ihnen dabei helfen!
Wir erklären Ihnen, wie Sie häufige Konfigurationsprobleme lösen können, die dazu führen können, dass mehr Benutzer gezählt werden als nötig, und wie Sie überflüssige oder ungenutzte Konten identifizieren und entfernen können, um Geld zu sparen. Es gibt auch einige Ansätze, die zu unnötigen Ausgaben führen können, z. B. wenn ein Personendokument anstelle eines Mail-Ins für geteilte Mailboxen verwendet wird. Wir zeigen Ihnen solche Fälle und deren Lösungen. Und natürlich erklären wir Ihnen das neue Lizenzmodell.
Nehmen Sie an diesem Webinar teil, bei dem HCL-Ambassador Marc Thomas und Gastredner Franz Walder Ihnen diese neue Welt näherbringen. Es vermittelt Ihnen die Tools und das Know-how, um den Überblick zu bewahren. Sie werden in der Lage sein, Ihre Kosten durch eine optimierte Domino-Konfiguration zu reduzieren und auch in Zukunft gering zu halten.
Diese Themen werden behandelt
- Reduzierung der Lizenzkosten durch Auffinden und Beheben von Fehlkonfigurationen und überflüssigen Konten
- Wie funktionieren CCB- und CCX-Lizenzen wirklich?
- Verstehen des DLAU-Tools und wie man es am besten nutzt
- Tipps für häufige Problembereiche, wie z. B. Team-Postfächer, Funktions-/Testbenutzer usw.
- Praxisbeispiele und Best Practices zum sofortigen Umsetzen
This presentation provides valuable insights into effective cost-saving techniques on AWS. Learn how to optimize your AWS resources by rightsizing, increasing elasticity, picking the right storage class, and choosing the best pricing model. Additionally, discover essential governance mechanisms to ensure continuous cost efficiency. Whether you are new to AWS or an experienced user, this presentation provides clear and practical tips to help you reduce your cloud costs and get the most out of your budget.
Let's Integrate MuleSoft RPA, COMPOSER, APM with AWS IDP along with Slackshyamraj55
Discover the seamless integration of RPA (Robotic Process Automation), COMPOSER, and APM with AWS IDP enhanced with Slack notifications. Explore how these technologies converge to streamline workflows, optimize performance, and ensure secure access, all while leveraging the power of AWS IDP and real-time communication via Slack notifications.
For the full video of this presentation, please visit: https://www.edge-ai-vision.com/2024/06/temporal-event-neural-networks-a-more-efficient-alternative-to-the-transformer-a-presentation-from-brainchip/
Chris Jones, Director of Product Management at BrainChip , presents the “Temporal Event Neural Networks: A More Efficient Alternative to the Transformer” tutorial at the May 2024 Embedded Vision Summit.
The expansion of AI services necessitates enhanced computational capabilities on edge devices. Temporal Event Neural Networks (TENNs), developed by BrainChip, represent a novel and highly efficient state-space network. TENNs demonstrate exceptional proficiency in handling multi-dimensional streaming data, facilitating advancements in object detection, action recognition, speech enhancement and language model/sequence generation. Through the utilization of polynomial-based continuous convolutions, TENNs streamline models, expedite training processes and significantly diminish memory requirements, achieving notable reductions of up to 50x in parameters and 5,000x in energy consumption compared to prevailing methodologies like transformers.
Integration with BrainChip’s Akida neuromorphic hardware IP further enhances TENNs’ capabilities, enabling the realization of highly capable, portable and passively cooled edge devices. This presentation delves into the technical innovations underlying TENNs, presents real-world benchmarks, and elucidates how this cutting-edge approach is positioned to revolutionize edge AI across diverse applications.
TrustArc Webinar - 2024 Global Privacy SurveyTrustArc
How does your privacy program stack up against your peers? What challenges are privacy teams tackling and prioritizing in 2024?
In the fifth annual Global Privacy Benchmarks Survey, we asked over 1,800 global privacy professionals and business executives to share their perspectives on the current state of privacy inside and outside of their organizations. This year’s report focused on emerging areas of importance for privacy and compliance professionals, including considerations and implications of Artificial Intelligence (AI) technologies, building brand trust, and different approaches for achieving higher privacy competence scores.
See how organizational priorities and strategic approaches to data security and privacy are evolving around the globe.
This webinar will review:
- The top 10 privacy insights from the fifth annual Global Privacy Benchmarks Survey
- The top challenges for privacy leaders, practitioners, and organizations in 2024
- Key themes to consider in developing and maintaining your privacy program
Digital Banking in the Cloud: How Citizens Bank Unlocked Their MainframePrecisely
Inconsistent user experience and siloed data, high costs, and changing customer expectations – Citizens Bank was experiencing these challenges while it was attempting to deliver a superior digital banking experience for its clients. Its core banking applications run on the mainframe and Citizens was using legacy utilities to get the critical mainframe data to feed customer-facing channels, like call centers, web, and mobile. Ultimately, this led to higher operating costs (MIPS), delayed response times, and longer time to market.
Ever-changing customer expectations demand more modern digital experiences, and the bank needed to find a solution that could provide real-time data to its customer channels with low latency and operating costs. Join this session to learn how Citizens is leveraging Precisely to replicate mainframe data to its customer channels and deliver on their “modern digital bank” experiences.
zkStudyClub - LatticeFold: A Lattice-based Folding Scheme and its Application...Alex Pruden
Folding is a recent technique for building efficient recursive SNARKs. Several elegant folding protocols have been proposed, such as Nova, Supernova, Hypernova, Protostar, and others. However, all of them rely on an additively homomorphic commitment scheme based on discrete log, and are therefore not post-quantum secure. In this work we present LatticeFold, the first lattice-based folding protocol based on the Module SIS problem. This folding protocol naturally leads to an efficient recursive lattice-based SNARK and an efficient PCD scheme. LatticeFold supports folding low-degree relations, such as R1CS, as well as high-degree relations, such as CCS. The key challenge is to construct a secure folding protocol that works with the Ajtai commitment scheme. The difficulty, is ensuring that extracted witnesses are low norm through many rounds of folding. We present a novel technique using the sumcheck protocol to ensure that extracted witnesses are always low norm no matter how many rounds of folding are used. Our evaluation of the final proof system suggests that it is as performant as Hypernova, while providing post-quantum security.
Paper Link: https://eprint.iacr.org/2024/257
Main news related to the CCS TSI 2023 (2023/1695)Jakub Marek
An English 🇬🇧 translation of a presentation to the speech I gave about the main changes brought by CCS TSI 2023 at the biggest Czech conference on Communications and signalling systems on Railways, which was held in Clarion Hotel Olomouc from 7th to 9th November 2023 (konferenceszt.cz). Attended by around 500 participants and 200 on-line followers.
The original Czech 🇨🇿 version of the presentation can be found here: https://www.slideshare.net/slideshow/hlavni-novinky-souvisejici-s-ccs-tsi-2023-2023-1695/269688092 .
The videorecording (in Czech) from the presentation is available here: https://youtu.be/WzjJWm4IyPk?si=SImb06tuXGb30BEH .
Generating privacy-protected synthetic data using Secludy and MilvusZilliz
During this demo, the founders of Secludy will demonstrate how their system utilizes Milvus to store and manipulate embeddings for generating privacy-protected synthetic data. Their approach not only maintains the confidentiality of the original data but also enhances the utility and scalability of LLMs under privacy constraints. Attendees, including machine learning engineers, data scientists, and data managers, will witness first-hand how Secludy's integration with Milvus empowers organizations to harness the power of LLMs securely and efficiently.
Driving Business Innovation: Latest Generative AI Advancements & Success StorySafe Software
Are you ready to revolutionize how you handle data? Join us for a webinar where we’ll bring you up to speed with the latest advancements in Generative AI technology and discover how leveraging FME with tools from giants like Google Gemini, Amazon, and Microsoft OpenAI can supercharge your workflow efficiency.
During the hour, we’ll take you through:
Guest Speaker Segment with Hannah Barrington: Dive into the world of dynamic real estate marketing with Hannah, the Marketing Manager at Workspace Group. Hear firsthand how their team generates engaging descriptions for thousands of office units by integrating diverse data sources—from PDF floorplans to web pages—using FME transformers, like OpenAIVisionConnector and AnthropicVisionConnector. This use case will show you how GenAI can streamline content creation for marketing across the board.
Ollama Use Case: Learn how Scenario Specialist Dmitri Bagh has utilized Ollama within FME to input data, create custom models, and enhance security protocols. This segment will include demos to illustrate the full capabilities of FME in AI-driven processes.
Custom AI Models: Discover how to leverage FME to build personalized AI models using your data. Whether it’s populating a model with local data for added security or integrating public AI tools, find out how FME facilitates a versatile and secure approach to AI.
We’ll wrap up with a live Q&A session where you can engage with our experts on your specific use cases, and learn more about optimizing your data workflows with AI.
This webinar is ideal for professionals seeking to harness the power of AI within their data management systems while ensuring high levels of customization and security. Whether you're a novice or an expert, gain actionable insights and strategies to elevate your data processes. Join us to see how FME and AI can revolutionize how you work with data!
HCL Notes and Domino License Cost Reduction in the World of DLAUpanagenda
Webinar Recording: https://www.panagenda.com/webinars/hcl-notes-and-domino-license-cost-reduction-in-the-world-of-dlau/
The introduction of DLAU and the CCB & CCX licensing model caused quite a stir in the HCL community. As a Notes and Domino customer, you may have faced challenges with unexpected user counts and license costs. You probably have questions on how this new licensing approach works and how to benefit from it. Most importantly, you likely have budget constraints and want to save money where possible. Don’t worry, we can help with all of this!
We’ll show you how to fix common misconfigurations that cause higher-than-expected user counts, and how to identify accounts which you can deactivate to save money. There are also frequent patterns that can cause unnecessary cost, like using a person document instead of a mail-in for shared mailboxes. We’ll provide examples and solutions for those as well. And naturally we’ll explain the new licensing model.
Join HCL Ambassador Marc Thomas in this webinar with a special guest appearance from Franz Walder. It will give you the tools and know-how to stay on top of what is going on with Domino licensing. You will be able lower your cost through an optimized configuration and keep it low going forward.
These topics will be covered
- Reducing license cost by finding and fixing misconfigurations and superfluous accounts
- How do CCB and CCX licenses really work?
- Understanding the DLAU tool and how to best utilize it
- Tips for common problem areas, like team mailboxes, functional/test users, etc
- Practical examples and best practices to implement right away
How to Interpret Trends in the Kalyan Rajdhani Mix Chart.pdfChart Kalyan
A Mix Chart displays historical data of numbers in a graphical or tabular form. The Kalyan Rajdhani Mix Chart specifically shows the results of a sequence of numbers over different periods.
Skybuffer SAM4U tool for SAP license adoptionTatiana Kojar
Manage and optimize your license adoption and consumption with SAM4U, an SAP free customer software asset management tool.
SAM4U, an SAP complimentary software asset management tool for customers, delivers a detailed and well-structured overview of license inventory and usage with a user-friendly interface. We offer a hosted, cost-effective, and performance-optimized SAM4U setup in the Skybuffer Cloud environment. You retain ownership of the system and data, while we manage the ABAP 7.58 infrastructure, ensuring fixed Total Cost of Ownership (TCO) and exceptional services through the SAP Fiori interface.
13. “One boss and we’re starving already.
Frame-based animation
won’t make it”
Bosses EAT Too much disk & RAM!
14. Frame-based animation vs
Modular animation
• “Old-time” technique
• Easy to produce
• Inflexible
– Changes require recompile
– Take more space as
animation gets more
complex
• Expensive trick used in 2D
games with bigger budgets
• Flexible
– Animations compiled as
plain text
– Smooth animation with little
disk usage
• No public tool for 2D games
yet :(
15. “Spine, We’ve been watching you”
“Your Majesty, the charm named Spine
by Nathan Sweet got ready to produce
2D skeletal animations for game
which is modular animation bonus
programmable ability”
16. Spine does one thing and does it
perfectly
Feature Spine Anime Studio Flash
Easy to master v
Separate Rotate, Translate, Scale v v
Key-framing at bone level v
Interpolation curve v v
Import PSD layers v v
Work with Vector image v v
Inverse Kinematics (planed
)
v v
20. Yes, it does!
FRAME-BASED animation SPINE animation
Smoother animation with half storage & memory usage!
700KB on disk
2.5MB on RAM
300KB on disk
1.2MB on RAM
26. Need more computation at run-time
Benchmark: display a walking character multiple times on screen
• Environment: XCode 4.5, cocos2d-x 2.1.2
• Device: iPhone 4S running iOS 6
27. Need more computation at run-time
0
50
100
150
200
250
300
25 50 75 100 125 150 175 200
Framepersecond(FPS)
Number of characters on screen
Frame-based
animation
Skeletal-based
animation
60FPS
28. Doesn’t replace frame-based animation
• Spine is great 2D skeletal animation tool
• Flexible, programmable, smooth & small
• But need more computation at run-time
Should use both animation methods in game
29. Should use both animation methods in
game
Frame-based animation for
small characters
Skeletal-based animation for
huge characters
and/or those need
detailed, complex animations
32. Why choose spine over spriter?
• Right tool:
– Slicker & friendlier GUI
– Export format: JSON (Spine) vs XML (Spriter)
– Interpolation curve
• Right time:
– Spine app works great when we try it out (March 2013)
– Usable cocos2d-x runtime right when we needed it (April 2013)
• Right team:
– Nathan Sweet is also the author of libGDX
– Fast development:
• Spine started 1 year later (early 2013 vs early 2012)
• But ecome usable sooner, support more platforms faster:
cocos2d-x, cocos2d-iPhone, Unity, libGDX, Starling, XNA, Flash…
– Open to the community: very fast pull-request merging cycle (within
hours)
Editor's Notes
Xin chào tất cả các bạn, rất vinh dự khi được có mặt tại hội nghị OGDC do VNG tổ chức ngày hôm nay.Mình tên là Alviss hiện tại là Lead Designer tại Vinova.Hôm nay đếnvới OGDC mìnhsẽgiớithiệuđếncácbạn 1 phầnmềmdiễnhoạttrong game, đóchínhlà SpineĐâylà 1 côngcụgiúptăngchất animation trong game giúpgiảmthiểuđángkể dung lượngvàtăngtínhmượtmàtrong gameTeam meat củachúngtôi lead game develop Stefan vìlí do sứckhỏenênkhôngthamgiađượchộinghị, chonêntôiLead Designer sẽthay team meat củatôitrìnhbàybàinóinày
Mìnhxinđượckể 1 câuchuyện, Vinovađượcthànhlậptừnăm 2010 tại Singapore,bướcđầuchúngtôipháttriểncácdịchvụcho web và mobile. Đếnnăm 2012, chúngtôibắtđầubướcchânvào mobile game.Chúngtôicoimìnhlàcácchiếnbinh, chiếnđấuvớinhữngthửtháchthúvịtrongthếgiớicôngnghệ. Và Mobile Game là con quáivậtrấtkhủngkhiếpvàthông minh đểchúngtôichinhphục.
Vâng,vàđâyđộingũlàm game củachúngtôivới 6 thànhviên, chúngtôiđãtựchọnchomìnhvũkhíđểramặttrậnDev đã chọnvũkhí cocos2d-xlàcôngcụ open soucerấthữuíchCác artist chọnvũkhílà PhotoshopCác animator đã chọn Anime Studiolà 1 tool phổbiếntronglàmhoạthình
Tại sao lại chọn "Anime Studio"? Không phải đâylà một công cụ chuyên dụng cho việc làm phim hoạt hình hayquảngcáo 2d haysao?Đúng, vìnólà 1 côngcụ animation 2D rấtmạnh. Vàchúngtôiđãcó 1 sốkinhnghiệmlàmhoạthìnhtrướcđó.Cáchmàchúngtôisửdụnglà:Anime Studio exportcác animation rachuỗiảnh. Như bạn đã biết, kỹ thuật này được gọi là frame-based animation
Saukhiđãlậpteam, chọnvũkhíchomìnhchúngtôitựhỏinênlàm game báđạo, game mìnhthíchhaylàmnhững game nhỏtrướcđểlấykínhnghiệm? Chúngtôilànhữngngườimớitronglĩnhvực game, vàcònthiếunhiềukinhnghiệm, chonênđểcóđượckinhnghiệmvànhữngkĩnăngphùhợp, chúngtôiquyếtđịnhlàmcácbàitậpnhỏtrước.
Game đầutiêncủachúngtôilàGasboy, một game nhỏvàđángyêu.Bạnnghiêngchiếcđiệnthoạisangtráisangphảiđểđiềukhiểncậubégasboybaytrongvũtrụđểănsaovàtránhchứngngạivật, bạnbaycàngxathìđiểmsốcàngcao
Tiếptụcluyệntập 1 bàitậpkhóhơn, game T2 củachúngtôilàGod’s Rage: Câuchuyệnlà 1 chàngtraiyêu con gáicủavịthầnvàtìmmọicáchvượt qua mọigiankhổđểđếnđượcvớingườimìnhyêu. Nhưng hay ởchỗbạnkhôngđiềukhiểnchàngtraiđó, thayvàođóbạnlàChúatrờingăncảnchàngtraiđếnvới con gáicủamình, tại sao..bởivìbạnghétanhta, anhtayêu con gáibạnvàbạnnàocó con gáimớilớnchắcsẽhiểuđiềuđó ^^
Với 1 game thúvịnhưvậychúngtôilàmrấtnhiều animation chochàngstickman v 1 nhânvậtvới 17 animation vàlênđến 400 bứcảnhchỉtốnhơn 1 Mb dung lượngTínhđếnthờiđiểmnày, thìchúngtôivẫnhàilòngvới frame based animation và Anime Studio qua 2 game: GasBoy & God rage
Sau 2 game, chúngtôiđãcósựtựtin, kinhnghiệm, độchắcchắnvềcôngcụđểthựchiệnlàm 1 game lớn , màchúngtôiưuthíchvàđammêtừlâu, đóchínhlàUltimate Arrow Ultimate ArrowLà 1 game thủthànhhơnlàchiếnlược, khônggiống 1 số game nổitiếngnhư: fiedrunner, haykingdom rush. Ở UA bạnnhập vai AnDươngVươngđiềukhiểnnỏthần, gọilínhđểbảovệthànhtrì.
Chúngtôiđãđầutưkhánhiềuvàocốttruyên, UA đượcpháttriểntừcâutruyệntruyềnthuyếtViệt Nam đólàAnDươngVương, Ngàiđãdùngchiếcnỏthầncủamìnhđểchốnglạiquânđịch, mỗiphátnỏthầnbắnragiếtchếthàngtrăm, hàngngànquânđịch. Trong UA thìchúngtôicórấtnhiềunhânvật, banđầuthìanimationcácnhânvậtnhỏ, cácloạilính, loạiquáithì Anime Studio xửlírấthoànhảo, cứngỡlàmọichuyệnêmxuôi..Nhưngxuấthiện 1 conBossđầutiên
Đóchínhlà: Golem ném đáHãy để tôi giới thiệu với bạn con boss của chúng tôi:Như bạn có thể thấy, con quáivậtnày thực sự lớn và ... cũng ... Rấtlà nặng.Với tổng số 8 animation khác nhau, nóngốncủa chúng tôi 20MB dung lượngđĩavà50MB bộ nhớ RAM.Game lúcnàythường crash xuyênthiếubộnhớram.Chúngtôiđãcốgắngtôiưuvềchấtlượnghìnhảnhvàsố frame nhưngvẫnbị crash
Chỉriêngvới 1 con Boss nhưvậymàcácbạnthửtưởngtượng 5 con boss sẽnhưthếnào ?Chúngtôibuộcphảitìm 1 phươngánkhácđểthaythếđểgiảiquyếtvấnđề animation chonhữngnhânvậtlớn
Ngaytừnhữngngàyđầubắttayvàolàm game, chúngtôicũngđãnghiêncứuvàbiếtđượckháiniệm: Frame base animationvà Modular animationModular animation có 1 sốưuđiểmhơn ở chỗ:Cácbộphậnnhânvậtđượctáchrờira, thông tin về animation đượclưu ở file text riêngbiệt, do đótốnrấtítbộnhớ, giảiquyếtvấnđềbộnhớmàchúngtôiđãgặpphảiTuynhiênvàothờiđiểm ban đầuchúngtôilàm game chưacócôngcụnàođược public, cáccôngtylớnthườngpháttriểnriêngchomình 1 côngcụ animation, vàkhông share rangoài. Đâylà 1 trởngạivớihầuhếtcácstuidonhỏ.Modular animation: là animation dựatrêncácbộphậnnhânvậtFrame baselàkĩthuậtcũ, tuynhiênlạithiếutínhlinhhoạttốnnhiềubộnhớ
Lúcbấygiờ qua tìmhiểuchúngtôibiếtđượcrằngcó 1 lậptrìnhviêntên Nathan Sweet ôngđãquyếtđịnhthayđổitìnhhìnhbếtắcđóvàquyếtđịnhlàm 1 dựán animation dựatrênxương. Đóchínhlà Spine.Chúngtôicũngđãtìmhiểuvàtheodõiquátrìnhpháttriểncủa Spine ngaytừnhữngngàyđầupháttriểnVàthật may mắnđúnglúckhichúngtôigặpvấnđềvềbộnhớvà dung lượnglưutrữthì Spine đãchínmuồivàđãhỗtrợ Cocos2d-xHỗtrợ (cocos2d, unity, và 1 số framework làm game khác, bạncóthểxemtrêntrang web)http://esotericsoftware.com/spine-runtimes/
Sau khi dùngchúngtôinhậnthấyđâylà 1 côngcụrấttốtvàcónhiềuưuđiểm, bạnchỉmấtnửangàyđểhọcnó1.Dễ học2.Tách biệtgiữa Rotate, translate, scale3.Key frame choxươngdễdàng4.Nội suylàmmượtchuyểnđộng
Animators sauvàigiờdùngthửthìđãrấtthích Spine vìgiaodiệnđơngiản, dễdùng, animation mượtmàMột hệ thống key-frame lớn cho phép animator tạo ra hình ảnh đẹp, dễ dàng, trong một thời gian ngắn.Vàkhi animation xongviệctíchhợpvào game cũngrấtdễdàng,Đểcácbạndễhình dung tôisẽtrìnhbày qui trìnhlàmviệcvới Spine
Đây là quy trình làm việc:1. Boctáchhìnhảnhcácbộphậntừ PTS2. Xây dựng bộ xương3. Đính kèm hình ảnh vàoxương4. Làmanimaiton5. Xuất ra file JSON6. Importcả file Jsonvà h/ả vàotrongCocos (sửdụng texture packer đểtạora 1 spritesheet )7. Nhập vàotrò chơi
Dễdùngrồi, thíchrồi, nócógiảiquyếtđượcvấnđề : Dung lượnglưutrữvàbộnhớsửdụng hay không?Spine nàycó sử lí được vấn đề chúng tôi đang gặp phải hay không?
Câu trả lời là có!Chúng tôi có thể tiết kiệm một nửa lưu trữ và bộ nhớ, vàtuyệtvờihơn animation nuộtnàhơn frame base rấtnhiềuChỉtốn 1 nửa dung lượngmà animation nuộtnàhơnrấtnhiều
Oh, đó không phải là điều duy nhất. Spine còn nhiều thứ hay ho hơn nữa
Linhhoạtthứ 1: Làcóthểtựchuyểntiếpgiữa 2 animation 1 cáchtựđộngvàrấtmượt=> làm mượt mà sự chuyển giao giữa các animationCách tay từ từ đưa xuống và có sự chuyển giao
Nó tiêu thụ nhiều CPU(chíp) và GPU(cardmànhình) trong thời gian chạy (trong so sánh với frame base animation)Chúng tôi đã làm một thử nghiệm nhỏsắpxếprấtnhiềunhânvậtđangchuyểnđộnglênmànhìnhvàđosựkhácbiệtvề frame rate giữa 2 dạng animationFPS là: frame hình trên 1s
Vàđâylàkết quả: Màuxanhthểhiện: Frame based animationMàuđỏthểhiện: Skeletal based animationNếudùng skeletal based animation trên 50 nhânvậtthì frame rate sẽgiảmxuốngdướimức 60fpsTrongkhiđónếudùng Frame Base thìkểcảcóđến 200 nhânvậtthì frame rate vẫntrênmức 60fpsFrame rate: Sốlượng frame mà device cóthểvẽratrong 1s60FPS làmứclýtưởng
Tóm lại, đây là những gì đáng ghi nhớ của 15 phút vừa qua:Spine là một công cụ làm2D skeletal animation tuyệt vời cho gameNólinhhoạt, lậptrìnhđượcchuyểnđộng, dung lượngnhỏTuynhiênlạitốnnhiềuvềtínhtoánxửlí. >Vìvậychúngtanêndùngcả 2 cáchlàm animation trong game
Vàlàmsaođểkếthợp 2 dạng animation trong game:Frame Base animation cho các nhân vật nhỏ, nhiềuđôngSkelatal based animation cho các nhân vật rất lớn, chi tiết hoặc những nhânvậtmìnhmuốnđiềukhiểntrong game.Chắchẳnbạnsẽbănkhoănliệuvới 1 phầnmềmmớinhưvậy, liệunócóđáng tin đểsửdụng hay không?
Và điều đó đã được chúng tôikiểmchứng khi đoạt giải nhất tham dự hội nghị game quốc tế: Casual connect Asia 2013Một phần thành công lớn của chúng tôi là từ animation trong game, nó quá nuột nà, và hầu như ai xem cũng rất bất ngờ.Game của chúng tôi cũng được rất nhiều publichsher chú ý đến và trong đó có 2 công ty: Kongregate của Anh phát hành Kingdom RushWorker Bee của Nhật chuyên nội địa hóa gameBước đầu thành công chúng tôi sẽ cố gắng hết mình phát triển thật tốt game UA Và các thể hiện game độc đáo, cá tính, có nét riêng để cho gamer trong và ngoài nước yêu thích.
Cảmơncácbạnđãlắngnghebàichiasẻcủamình, nếucócâuhỏi hay thắcmắcvề Spine animation mìnhxinsẵnsànggiảiđápvớicácbạnFrame base animation: xuấtrachuỗiảnhModuler animation : Không có xương, cũng tách riêng các bộphânSkeletal based: Tách riêng và có bone để điều khiển
Vì spine ra đúng thời điểm tôi cầnThằng làm Spine lại là tác giả của 1 framework làm game khác lib GDX (tương tự cocos)Vì nó cũng là thằng làm game, mình tin tưởng và nó hiểu game cần gì, mình tin tưởng vào điều đó