How to make complex chrome app like Cut the Rope
https://chrome.google.com/webstore/detail/cut-the-rope/jfbadlndcminbkfojhlimnkgaackjmdo
or Funky Karts
https://chrome.google.com/webstore/detail/funky-karts/jbgibbcljlbkkeaogjofolcbakcokmie
It's javascript or something else?
You will definitely have to us javascript but for 2d graphics you will have to use canvas. For Cut the Rope you have to use a javascript physics engine library too like
[link]http://brm.io/matter-js/
So techniques you will need:
HTML
CSS
Javascript
Canvas
Libraries and frameworks which will make these techniques easier to use.
Related
I’ve been using NGUI for years and I’m thinking of switching to UGUI.
Does anyone know well-known games that have been developed using UGUI? I know a lot that have used NGUI but not sure about UGUI. I’d like to see if the games are good.
I would appreciate any input.
Well, I don't know any well known games made using uGUI but u can check some of the games which i helped develop and they are using uGUI.
Jump and Rush
Poptropica
I also switched from NGUI to uGUI back when Unity 4.6 was released. At the time i felt NGUI was still better and uGUI just lacked many of the features that NGUI had. Now i feel uGUI is better. Still some tools i extracted from NGUI which uGUI lacked and edited it to support unity UI. Those were tween library and some editor tools. Of course we have iTween, leantween, etc. but interface which NGUI provided through inspector was better.
I suggest you to switch to uGUI. Everything possible with NGUI is possible with uGUI also and it is much more efficient performance wise also. It is open source
like NGUI .
Check this link for source : bitbucket.org/Unity-Technologies/ui
I wanna render VR from a native plugin. Is this possible?
So, far, what I have is this:
void OnRenderObject()
{
GL.IssuePluginEvent(getRenderCallback(), 1);
}
This is calling my native plugin and rendering something, but it makes this mess here.
It seems that I am rendering to the wrong texture. In fact, how to get the correct texture/framebuffer or whatever trick necessary to render VR from the native plugin OpenGL? For example, I need information about the camera being rendered (left or right) in order to render properly.
Any hints? I am trying with both Gear VR AND Google VR. Any hint about any of them is welcome.
My interpretation is, instead of Unity's default render from MeshRenderer, you want to overwrite that with your custom OpenGL calls.
Without knowing what you are rendering and what should be the correct behavior, I can't help more.
I can imagine that if you set up your own states such as turning on/off particular depth tests, blends, these would overwrite whatever states Unity set up for you prior to your custom function. And if you don't restore those states Unity is not aware and produces incorrect result.
As a side note, you may want to check out
https://github.com/Samsung/GearVRf/
It's Samsung's open source framework engine for GearVR. Being similar to Unity but open source, you may do something similar to what you posted while knowing what happens underneath
I've tried reading up on Core Animation, Quartz, OpenGL, and cocos2d. While I think I have a feeling what they're all meant for, I still can't decide what's appropriate for the project I'm undertaking. The requirements are straight forward, I need to be able to import a custom font and draw it. I need to draw lines and arcs.
I tried using OpenGL ES for this, but it was very hard to work in custom fonts. Between Quartz and Core Animation, I'm not sure what's applicable. The application will always be in 2D. Performance is important. I have a feeling Quartz might not be appropriate since you can use a finger swipe to move the screen to a different part of the content and it seems that redrawing that much content with Quartz is heavy on the GPU. Not sure though, this is all from reading.
The outlier is cocos, since it seems to fit into a couple different buckets. It seems closer to OpenGL, but without the insanity when it comes to loading in custom fonts. There didn't seem to be enough info to get a feel for whether it would fit for this project though.
I have pretty extensive experience with both Corona and Cocos2d. Corona is easy to use and great for a beginning programmer. There's a fairly large class of apps that you can write in Corona, but if you're looking for high performance, your best bet is Cocos2d. There's practically no 2D app you can think of that can't be written in Cocos2d. I recommend Steffan Itterheim's book if you're interested in learning it.
Best of luck!
Sounds like you need Ansca Mobile's Corona and x-pressive.com's Text Candy library:
Corona SDK
Text Candy
Which engine is best ?
I've finded some engines : Ogre, Irrlicht and direct rendering from opengles (convert .obj files into buffer and rendering it).
I've compiled Ogre - CeGUI works very ugly on iPhone... And Ogre has many-many files :)
I need just rotate, zoom and object picking for static objects.
Which method/engine is better ?
And, for example, when i use Ogre - can I use antialiasing ?
When I have rendering directly by glDrawArrays, i can use software AA (for example, jitter method).
Can this some of engines?
I suggest you take a look at http://isgl3d.com/. It is written in Objective-C, simple, compact and is appropriate for your needs.
There is also Cocos3d (an extension to cocos2d which can handles simple 3d things) with no physics and collision detection but I prefer isgl3d.
If you just want to render some static objects with rotation and zoom, you can write it from scratch in OpenGL ES in much less time than what is needed to learn to use a big 3D engine like Ogre or Irrlicht.
http://nineveh.gl/ - NinevehGL not yet released but it's really easy to learn engine
I've used Irrlicht for years and I love it. Very easy to learn, very fast and a breeze to compile and use.
When you drag an iphone GUI element like a list, it scrolls in a physics correct way, and also has a nice bounce effect at the end.
I would like to write a GUI element in my game, without using UIKit. I wonder where is the code implementing this, and if I can use it instead of trying to write something similar.
Any ideas?
I think that a physics engine would be overkill for just animating a gui element (unless you already have a physics engine in your game).
You could try using animations but I've no experience of doing this without UIKit but I suppose you would start here?
If you didn't want to use Core Animation, I would take a look at Robert Penner's easing equations - they're in actionscript but are pretty simple to port to C and would be a good start to get your own animation code started.
Hope this helps,
Sam
You can perhaps use animations to achieve this, you can define animation paths for bouncing or doing whatever it is you need and activate them when needed. I think the example project MoveMe can help you out
I can recommend the O'Reilly book "Physics for Game Developers" by David Bourg, which has great coverage of algorithms and code for all sorts of simulations. You probably want to start with motion affected by drag for the flick and gradual slowing, then look at a spring model to simulate the damping at the end.
box2d is an open source project that provides a great 2d physics engine.
this library is used by Intel clutter, which is a nice physics oriented UI library that is capable of running on mobile devices. that means that box2d is already optimized for mobile platforms like the iphone.