How to merge the 5 monitors in the XNA (fullscreen it)? - merge

i need to merge 5 monitors in XNA (something like Eyefinity).
I have two graphics cards (HD 5450), which have DP connector, of course,
5x flat monitors with resolution 1024*768.
I need to merge/group this monitors in XNA, because i want fullscreen this over 5 monitors.
(fullscreen over multiple monitors)
I just need the visual studio to detect one graphics device with resolution 5120x768.
How i should modify GraphicsDeviceManager / GraphicsAdapter, make it work ?
I cant use Eyefinity, because i have two graphic cards and that i'm trying do "my own eyefinity" in xna.
In my app, i have 5 models dividing to 5 viewports, which are moved every 1024px.
OR, how i should to make it looking like a fullscreen. I don't want the border being visible and i want to have in the middle of screen - how center it ?
Thanks for answers.

To be honest this is going to be difficult if not impossible to do using XNA. And you'd have to get so far outside of what the XNA framework is providing you that there would be little benefit in the end to even using XNA at that point.
Here's a great thread on the App Hub forums talking about different ways of potentially hacking around the XNA framework to achieve multiple monitor fullscreen using XNA.
http://forums.create.msdn.com/forums/p/5562/571993.aspx
As you can see, no one really had any great suggestions and by the time you were dong you were basically programming at such a low level that you might as well be doing C++ and DirectX. Which is exactly what I would recommend to you.
http://msdn.microsoft.com/en-us/library/windows/desktop/bb206364(v=vs.85).aspx
Using DirectX you can see that you're going to get a game/application running fullscreen with a multiple monitor setup much faster and without having to hack your way into it.

Related

Re-creating iPad fling momentum in AIR (AS3)

I'm creating an AIR app, but I realized that it doesn't seem to natively support the "fling" momentum. I thought I'd ask if anyone out there has created an object or plugin that would put this back in? Currently, on the objects I want to fling, I'm recreating the momentum, but it's not perfect yet. Could anyone put me onto the right path in doing this?
Thanks!
I ended up creating my own fling, and it works great.
I keep the last 3 touchmove locations and times in memory, then on touchend, I find the difference between the most recent and oldest touch in memory, to find speed and direction. Then I used Actuate to ease it a certain distance past that if necessary.
It took a lot of tweaking to make it feel natural, though.
Greensock has a great plugin which works just like iOS native flick, and can be customized to work in an array of ways. Performance in Air is superb even on older iPads. For best results use BitMask.

Is there an efficient and standardised code for multiple OpenGL ES Views on Iphone?

First of all thanks for taking the time to read through and attempt to help with the problem I'm having. First question posted here and after reading through the startup agreement I'll try and be descriptive as possible =)
I'm currently working on a Game for the Iphone as my final year university project. This game is one I hope to continue working on and expanding after I leave and use as a springboard for my CV into the industry. I've got a good few months left, so plenty of time to take things slowly and carefully plan it out.
I have a background in Java and OpenGL in C++ so I understand some of the basic fundamentals. I'm not that experienced in Objective C yet, need to start somewhere =), so I apologise for any obvious mistakes I'm making. The current state of code is i've got multiple items rendering to a single OpenGL ES view based on the OpenGL ES 1.1 model. I feel since the project is primarily 2D I shouldn't need to go to the higher version. I would post up the code I have but it's full of prototyping and misc code and is incredibly messy. In fact I wouldn't mind restarting the code as a multi view template then moving over the blocks of code as I get them working.
I've done research through many different mediums as to the ideal way to create a multi view application with each view being OpenGL-ES based. I've seen many tutorials on using the UI-kit view with an OpenGL view, but I've decided the best way for my project to ensure full dynamic and customisation I'd be happier using openGL for all the views.
TL;DR:
The question I'm trying to ask is if theres a good tutorial or template anywhere I'm missing that will allow me to start up a new multi view project that will allow me to switch between multiple views (Menus etc)?
You can't go far wrong with cocos2d if you're making a 2D app but want it to be openGL accelerated.

iPhone 3 v 4 v iPad ui. Raster vs vector

I'm the design guy on a new iPhone project and am curious on the eat practices for the up elements in the iPhone 3-4 dev. I know the dpi is different between the two and am curious how best to handle this with the dev guys. Do I need to make 2 of everything or do we need to figure how to make vectors of things like buttons , backgrounds and other images?
Any help , examples and links would be awesome. My goal is to do the best for the app with asking for dumb things from the developer
Thanks
Your only option right now is to generate PDF images, then draw them manually with core graphics if you absolutely need vector graphics. Otherwise, you can wait for someone (including myself) to get something written third-party like, or you can just make two of everything.
You need to make 2 files.
Lets say you have an image that is 48x48 called Hello.png
the hires version will be 96x96 called Hello#2x.png
The iPhone will automatically determine which image to use.
Thank you, come again.

Interface Builder vs Cocos 2D - how choice the best for your app

I was a flash developer for 3 years, and in the last 5 months, i begin the iphone development, i do 2 applications with interface builder for clients, and now i really want to do a little game, is quite simple, one match 3! I made the engine in interface builder, and seens good to me! But after i read some posts, i really want to try it in the cocos2D! So, in 2 days i rewrite all my first engine for cocos2D, very annoying upsidedown coordinates but ok, i really do! But the performance side by side with interface builder version is really scare! Many Many slow downs at the cocos2d side! And the animation seens bugged to me! I really scare! I really don't know what is the best choice for a simple game.
And i want some opinions:
Using cocos2d when need some physics? When we have many objects at screen? What is the performance boost i have with cocos2D?
I have how to share this 2 applications with you guys?! Without your UID?!
cocos2d uses chipmunk, which IMHO is a great physics library if all you need is 2d! Apple doesn't support ad-hoc distribution without knowing the Device ID of the test device!
I think baDa is asking when to use cocos2D and Interface Builder. Since you can develop games using Interface Builder, is it advisable to do so? What are the performance differences between this two approach (cocos2d vs Interface Builder)?
I also had a confusion and ask this to my self when i was just starting to program. After working with several games. I reallized that you can actually combine this two approaches. The big BUT is, when working with objects dynamically (specially with bunch of images) using IB, it totally removes the flexibility of the code. Adding/removing images, adjusting coordinates and replaceing scenes is just too awkward, bulky, and wastefull to implement.
My simpole rule is to use coocs2d for game developemnt and IB for other apps that is reach in interfaces.

Can i use pickerview in my iphone application using cocos2d?

Duplicate:
How can i use picker view in iphone application using cocos2d ?
Hello everyone i am working on iphone gaming project.In this game i want spin some image (like reel spin).But i can not do this.Can i use picker view in this application using cocos2d.If can then give some instruction how can i do that or any different solution for this project.
You can use anything your want. I am constantly amused by the number of people who think that Cocos2d is some sort of world that you enter where you cannot bring any of your old friends. Cocos2d is just a library that makes OpenGL easy for games, and that is all it is. All it is.
I think you might benefit from trying a few easier projects first. I have made the mistake of trying to jump into something beyond my understanding, and while in the end it may have been beneficial, I sometimes wish I had learned in a more systematic manner.