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Programming / Re: Video Game Developers Nigeria [artists/animators, Programmers, Sound People] by appcypher: 8:35pm On Sep 16, 2016 |
dueal:I know you know graphics pipeline. I do too. I know the benefits of vector graphics, but performance is definitely not one of it. Just like you said bitmap images are passed as texture to polygons and that's the end of the story. If you are rendering just an image you do not need more than the 2 triangles that form a quad around the image. For vectors however, its a different story. Graphics APIs only understand 3 base primitives: points, lines and triangles. Vector images contain a lot more than that. They use bezier curves, they allow specifying stroke width, filled color can have varying gradient, etc. Those require conversion into something OpenGL/D3D understands and that is a lot of computation considering you will have a game world composed of these stuffs. And at the end of the day a vector use more tris than a raster image, since the curves and strokes have to be resolved into triangles. The overhead of conversion is totally not worth it. Vector graphics are mostly used in GUI rendering, logo design, or only for little parts in a game that needs a scalable image. And texel count is less a problem, since it is handled parallelly by the GPU. But vector to polygon conversion is done on the CPU. And again a vector image use more vertices than a raster image, just as I pointed out above. I implore you to check this out: http://programmers.stackexchange.com/questions/191472/why-have-hardware-accelerated-vector-graphics-not-taken-off |
Career / Re: See How We Were Stylishly Laid Off Due To The Ongoing Recession by appcypher: 12:27pm On Sep 16, 2016 |
idu1:It's in the post na. |
Programming / Re: Video Game Developers Nigeria [artists/animators, Programmers, Sound People] by appcypher: 12:22pm On Sep 16, 2016 |
Guys a new game dev group is up. If you wanna join. https:///DnZJjT0VCWAHdG9MTkxiLi |
Programming / Re: Video Game Developers Nigeria [artists/animators, Programmers, Sound People] by appcypher: 11:58am On Sep 16, 2016 |
dueal:I know what you mean by vector graphics. And yes, the raster images I talk about are jpg, pngs etc., the pixel-based non-scalable images you can pass to OpenGL/DirectX directly. You can't do that with vector graphics. Lots of computations will be done before those points, beziers, fill, stroke, etc. are converted to polygons which are then passed to a graphics API. And that is why I can't consider them now. |
Programming / Re: I Still Can't Believe This Site Is Powered By Wordpress... Best So Far.. by appcypher: 11:45am On Sep 16, 2016 |
KvnqPrezo:For you, Ok. 1 Like |
Programming / Re: C# Vs C++ Game Programming by appcypher: 9:29pm On Sep 13, 2016 |
Jonart247:Ok |
Programming / Re: Seun, Come And See This. by appcypher: 9:26pm On Sep 13, 2016 |
dhtml18:Should that stop us from suggesting ideas to indigenous creators. 1 Like |
Programming / Re: Seun, Come And See This. by appcypher: 5:17pm On Sep 13, 2016 |
Fedric:That just doesn't make sense. He is a user, so he can give suggestions. It's up to Seun to either take it or leave it. I, for one, want NL to add more features, probably changing it's theme or allow user-genrated mods. Any how, I'd like to see nice changes. PS: You know the definition of insanity. Doing the same thing over again, expecting a different result. 1 Like |
Programming / Re: C# Vs C++ Game Programming by appcypher: 5:05pm On Sep 13, 2016 |
Jonart247:Created. Will you join? |
Programming / Re: Video Game Developers Nigeria [artists/animators, Programmers, Sound People] by appcypher: 7:23pm On Sep 12, 2016 |
dueal:Obviously. |
Programming / Re: C# Vs C++ Game Programming by appcypher: 11:30am On Sep 12, 2016 |
So... is someone going to create a whatsapp group for gamedevs? Make I kuku create one. |
Programming / Re: Video Game Developers Nigeria [artists/animators, Programmers, Sound People] by appcypher: 9:32am On Sep 12, 2016 |
reggie02:Just some character I drew to test animations in Crude.
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Programming / Re: Video Game Developers Nigeria [artists/animators, Programmers, Sound People] by appcypher: 8:59am On Sep 12, 2016 |
Can we have a Whatsapp Group for game devs? |
Programming / Re: Video Game Developers Nigeria [artists/animators, Programmers, Sound People] by appcypher: 8:58am On Sep 12, 2016 |
dueal:Yeah, UbiArt uses vector graphics, but raster-based images are still the staple in the industry. I will probably consider it in the future, but only when it is really needed. You do know that street fighter spitesheet pack are low-res images. You can't have HDs of those without consuming megabytes. Even in spritesheet-based games there could still be elements of skeletal animation like rotating, translating or scaling sprites. And you said most games don't need tracking stuff or fancy programmability. I call that BS. 2D games are not the way they are before. Retro 2D games that look like Mario or Street Fighter are smaller niches now. Developers definitely want great programmability over their animations. At least most I've seen do. I know you like/prefer spritesheets, but you can't just simply close your eyes to the benefits of skeletal animation. From character's hand/gun following the mouse, to blending between animations (running and jumping), to using the same set of animations on different characters. The list is endless. Skeletal animation doesn't limit you to a set of spritesheet, you can have enough animations and your sprites at high resolution. You can't have both with spritesheets. As for performance, skeletal animations indeed take more oomphs from the CPU, but spritesheets also have memory bottleneck due to the command queue delay between CPU and GPU. But caching is greatly improved with skeletal-based system because you have fewer sprites to deal with. I for one, plan to create a game that needs a lot of procedural animation going on, that I will never be able to achieve with spritesheets (not unless I go back in time and change the meaning of spritesheet). The game requires smooth interpolation between different animations so that it looks like one continuous animation (think the combat-style Batman Arkham games). I've not seen stuffs like that in 2D games and that's one of the reason I had to create Crude. This combat style also requires the characters to react dynamically to each other's attack. Spritesheet is too rigid for this, I will have to draw out every possible animations, which is impossible. Anyway, I'd love to see how many dudes prefer spritesheets to skeletal animations. |
Programming / Re: Video Game Developers Nigeria [artists/animators, Programmers, Sound People] by appcypher: 2:14am On Sep 12, 2016 |
reggie02:Your illustrations are nice. I love the color composition. I draw too |
Programming / Re: Video Game Developers Nigeria [artists/animators, Programmers, Sound People] by appcypher: 2:03am On Sep 12, 2016 |
dueal:Reverse is the case actually. Skeletal 2D animations are generally preferrable because of the flexibility it offers. All you need are the parts of the character. For spritesheets, you need more than just that. You need the image of the character for every frame of animation. So here are some of the reasons why one would prefer Skeleton-based animations to spritesheet: - Spritesheets take up a lot of memory than skeletal-based animations do. This is usually bad for mobile game dev where memory mgmt is vital. - Spritesheets require you to draw each frame of animations. This is very tedious. What if you needed several dozens of animation. - Spritesheet animations cannot be more than the fps they are drawn. If you drew 5 frames for a particular animation, then that is what you get. Skeletal animation can interpolate to whatever fps you chose. You can even do slow motion or fast forward with the same data. - Spritesheets are not programmable. i.e. you cannot interpolate, mix or change the animations at runtime. For example, you can't make your characters head track the position of a mouse cursor. - Skeletal based animations allow you to reuse the same animations for different characters. For spritesheets you'd have to redraw such characters animation. - Because Spritesheet consume a lot of memory, you can't have high-res characters. But with skeletal based sprites you can have relatively high-res characters because you are reusing the same set of sprites every frame instead of new ones like spritesheet does. - Sprite sheets are rigid, you cannot simply edit/change an animation you've already drawn, you have to redraw another. Skeletal-based allows you to edit your animations, show your client or team and go back and edit if needed. You cant simply do that with spritesheet, there would be a lot of wasted efforts drawing each frame by hand. - For teams where there are several animators and where the animtor is different from the artist, skeltal animation will make the workflow easy cos animation data is different from sprite and there is only one set of sprites to share. - And intros and cutscenes (e.g. translation of title bar, flipping page, etc. ) are better done with skeletal animations than spritesheet drawings. There are many more reasons I can't list here, but you get the gist. I'm definitely not implying that skeletal animations are better in every way than spritesheets. There are definitely use cases for spritesheets, but most of the times skeletal-based animations are preferred. Another thing. Vector graphics are not really used in game dev due to the way OpenGL works and I probably wont support it. Raster images are good enough for most cases. And vector graphic rendering are performance killer, so definitely not what you will want to be using too much in your game. I may look into that later though. But it is definitely not on priority list. There are several 2D skeletal products out there. - Spine, industry standard, but expensive. - Spriter, cheaps but lacks some features like FFD/mesh deformation - Creatures, feature-rich but expensive and complicated. - Dragon Bones, free but buggy and lacks proper documentation. This is where mine comes in. It is called Crude and it is free and open-source. It will sure cover a lot of important features. The development of Crude is inspired by UbiArt the engine used to develop Rayman Legends and Rayman Jungle. |
Programming / Re: Video Game Developers Nigeria [artists/animators, Programmers, Sound People] by appcypher: 10:41pm On Sep 10, 2016 |
reggie02:Cool! One of the few. I'm good with Unity and I'm currently working on a 2D skeletal animation software. I like your character, is it spritesheet-based or skeleton-based. |
Programming / Re: Tytit users keep growing since it launched on 7th September by appcypher: 12:10pm On Sep 09, 2016 |
You also need to join the numerous whatsapp groups advertised here. You can inform the group members about your site. |
Programming / Re: Tytit users keep growing since it launched on 7th September by appcypher: 8:58am On Sep 09, 2016 |
Booyakasha:I don't think people leave one social network for another, they just create accounts and visit each one. So the real question should be how likely are they to come back and how will the app get its audience. For me, I was attracted by the simplicity of the design and I believe it will go far with the right marketing. 1 Like |
Programming / Re: Tytit users keep growing since it launched on 7th September by appcypher: 4:44am On Sep 08, 2016 |
Please allow edit feature. I don make my first grammatical blunder on your platform. And follow me too. |
Programming / Re: Tytit users keep growing since it launched on 7th September by appcypher: 4:41am On Sep 08, 2016 |
appcypher:Resolved! 1 Like |
Programming / Re: Tytit users keep growing since it launched on 7th September by appcypher: 4:39am On Sep 08, 2016 |
[s]I signed up, but I'm unable to log in. Username is AppCypher. I like what you are doing here. Hope to see more.[/s] |
Programming / Re: Do You Think You Have Learn Html And Css???...no You Haven't. by appcypher: 7:38am On Aug 21, 2016 |
KvnqPrezo:No they musn't. Not all devs are web devs. |
Programming / Re: Top 10 New Programming Languages by appcypher: 7:30am On Aug 21, 2016 |
onakevin:70% of the list is not new |
Programming / Re: LOL. See Software Development Job Requirements by appcypher: 1:22pm On Jun 27, 2016 |
My own is as long as the pay fits the requirements, no problemo. I do think specialization matters tho. Makes work faster and efficient. |
Software/Programmer Market / Re: Hardcore Webdesigner And App Programmers Needed by appcypher: 5:05pm On May 17, 2016 |
App Dev appcypher@gmail.com 08108753144 |
Programming / What It Takes To Develop An Android App (for Beginners Only) by appcypher: 7:20pm On May 16, 2016 |
Building an Android app comes down to two major skills: Java and Android. Java is the offical language of Android development, but it also encompasses learning XML for the design of the app, learning the concepts of Android, and using the concepts programmatically with Java. Once you learn Java and XML (XML is really easy to get used to, and you should learn the language as you program your app rather than learning it beforehand like you would with Java), you need to learn how to connect these two using Android principles. For a total beginner, I recommend learning Java. There are no shortcuts here, you just have to learn Java. You can start with YouTube tutorials to get the basic idea of how to install Eclipse (the Integrated Development Environment, or IDE, for Java) and the Java Development Kit (JDK). It also helps to get the basic idea of syntax behind Java concepts, such as for loops and if statements. But from then on, after you have learned the very basics, I highly recommend ditching the YouTube tutorials in favor of a book or a lecture series. YouTube tutorials very often do not give intuition behind important concepts, which I feel is 100% necessary if you wish to make an Android app. Using Google to search up any questions that you are stuck on will save a lot of time and stress. The top results will usually lead to Stack Overflow, but when Stack Overflow doesn't have an answer you can post your questions on /r/androiddev Subreddit. They are always there to help. So to wrap it up, here are the 5 basic things you need: 1. You need to learn Java, there is no way around it 2. Android part encompasses learning XML for the app design, understanding concepts of Android and using said concepts programmatically with Java 3. Beginners should probably use an IDE (I prefer Android Studio over Eclipse) 4. Building your first app is time-consuming: it won’t happen overnight. This is not a project for those looking for a fast result 5. When stuck on a problem (which will inevitably happen), turn to Stack Overflow. If no luck there, seek the Android Subreddit where there is a helpful community - learntocodewith.me PS: For your front-end or back-end Windows, Android, Linux and Mac app development, you can contact me at: appcypher@outlook.com 08108753144 My services are cheap. 1 Like |
Nairaland / General / Re: "Wizard" Caught Flying Over Calabar Highway (photos+video) by appcypher: 7:15pm On May 16, 2016 |
Flying my ass. Wizard my ass. The dude probably has some mental disorder. 5 Likes |
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