Using Scaleform for Game Asset Rendering, not just UI - ios

Has anyone tried using Scaleform for actual game asset rendering in an iOS game, not just UI. The goal is to utilize vector swf's that will be converted to polygons via Scaleform but have C++ code driving the game (no AS3). If you have tried it how did you feel about the results? Could it render fast enough?

Scaleform has been used in several iOS games as the entire engine (including AS3). Here are some examples:
TinyThief: http://inthefold.autodesk.com/in_the_fold/2013/07/5-ants-brings-tiny-thief-to-ios-and-android-with-autodesk-scaleform-mobile-sdk.html
You Don't Know Jack: http://inthefold.autodesk.com/in_the_fold/2013/01/you-dont-know-jack-qa.html

You can certainly use Scaleform for this purpose. Scaleform includes the Direct Access API (DAPI) which allows C++ to manage Flash resources (this includes creating symbol instances at runtime and managing their states + lifetime).
The GFx::Value class is the basis of DAPI and should provide most, if not all, of the functionality you would need. You may still need some AS3 code to glue some things together, but that should be negligible.
Performance of static vector content is dependent on the complexity of the shape (more paths, more styles => more triangles + batches). I'd try to limit the number of vector (shape) timeline animations because shape morphing will cause re-tessellation. Scaling vector content will also cause re-tessellation, so keep that in mind.

Related

WebGL Constructive Solid Geometry to Static Vertices

I'm super new to 3D graphics (I've been trying to learn actual WebGL instead of using a framework) and I'm now in the constructive solid geometry phase. I know sites like tinkercad.com use CSG with WebGL, but they have things set so that your design is calculated every time you load the page instead of doing the subtraction, addition and intersection of primitive objects once and then storing those end design vertices for later use. I'm curious if anybody knows why they're doing things that way (maybe just to conserve resources on the server?) and if there isn't some straightforward way of extracting those vertices right before the draw call? Maybe a built in function of WebGL? Haven't found anything so far, when I try logging the object data from gl.bufferData() I'm getting multiple Float32Arrays (one for each object that was unionized together) instead of one complete set of vertices.
By the way, the only github I've found with CSG for WebGL is this https://github.com/evanw/csg.js/ and it's pretty straightforward, however it uses a framework and was curious if you know of any other CSG WebGL code out there that doesn't rely on a framework. I'd like to write it myself either way, but just being able to see what others have done would be nice.

What strategy is thoughtful to evaluate WebGl-Based APIs?

Since there are lot of high level APIs , libraries and Frameworks available for webGL for developing 3D web applications, I want to select the best (sorry this is bit straightforward) to implement a particular model (which isn't Game oriented) on web. I'm confused how to approach for my work, The criteria I want to use for evaluation is:
pickable objects, easily defined geometry and corresponding texture, multi-camera rendering, possible to incorporate GSLS implementations, type of buffers available.
I can't experiment and judge myself a framework by developing every single demo application in every framework due to time constraint. Is there any particular way to read the documentation for available APIs which mention all these. Moreover, the problem is every framework says they are good in some part and how to overcome this to justify single framework among all those available in net world.
A suggestion would suffice my research...
If you have Maya at hand then www.inka3d.com is easy in terms of defining geometry and texture (because you do it with Maya and your favorite image editor) and you get pickable objects. For shaders you can't use glsl but have to use Maya's node based shader editor.

2D sprite game for WinRT: Should I use Direct2D BitmapSourceEffect or use custom simple shaders to do the rendering?

Context
I am building this multiplayer D&D encounter tool (in C# for WinRT) which is a simple 2D grid based utility where each player can control their character with the DM being able to control the whole environment as well as mobs etc. I decided to use DirectX (through the SharpDX wrapper) as opposed to standard XAML elements (which would probably handle this scenario too) mainly to learn DirectX and possibly to achieve better performance on lower spec PCs (not sure how XAML would handle thousands of sprites on the screen).
Question
Since I am new to DirectX I was wondering what is the best* way to draw the sprites (characters, props, background tiles, etc)?
*By best I mean in terms of performance and GPU memory requirements. My aim is to have this tool to run well even on low spec ARM tablets and I have no idea how demanding each approach is.
Currently I am using the Direct2D BitmapSourceEffect and load each sprite batch using the WIC API. Another approach which I also encountered in various DirectX books is described in this SO question: What is the best pratice[sic] to render sprites in DirectX 11?
Using the BitmapSourceEffect seems to be easier but is it the right tool to do the job? I plan to compare the two approaches later today (in terms of FPS, rendering a large number of sprites), but perhaps you guys can provide more insight into this matter. Thanks!

iOS CGImageRef Pixel Shader

I am working on an image processing app for the iOS, and one of the various stages of my application is a vector based image posterization/color detection.
Now, I've written the code that can, per-pixel, determine the posterized color, but going through each and every pixel in an image, I imagine, would be quite difficult for the processor if the iOS. As such, I was wondering if it is possible to use the graphics processor instead;
I'd like to create a sort of "pixel shader" which uses OpenGL-ES, or some other rendering technology to process and posterize the image quickly. I have no idea where to start (I've written simple shaders for Unity3D, but never done the underlying programming for them).
Can anyone point me in the correct direction?
I'm going to come at this sideways and suggest you try out Brad Larson's GPUImage framework, which describes itself as "a BSD-licensed iOS library that lets you apply GPU-accelerated filters and other effects to images, live camera video, and movies". I haven't used it and assume you'll need to do some GL reading to add your own filtering but it'll handle so much of the boilerplate stuff and provides so many prepackaged filters that it's definitely worth looking into. It doesn't sound like you're otherwise particularly interested in OpenGL so there's no real reason to look into it.
I will add the sole consideration that under iOS 4 I found it often faster to do work on the CPU (using GCD to distribute it amongst cores) than on the GPU where I needed to be able to read the results back at the end for any sort of serial access. That's because OpenGL is generally designed so that you upload an image and then it converts it into whatever format it wants and if you want to read it back then it converts it back to the one format you expect to receive it in and copies it to where you want it. So what you save on the GPU you pay for because the GL driver has to shunt and rearrange memory. As of iOS 5 Apple have introduced a special mechanism that effectively gives you direct CPU access to OpenGL's texture store so that's probably not a concern any more.

3D library recommendations for interactive spatial data visualisation?

Our software produces a lot of data that is georeferenced and recorded over time. We are considering ways to improve the visualisation, and showing the (processed) data in a 3D view, given it's georeferenced, seems a good idea.
I am looking for SO's recommendations for what 3D libraries are best to use as a base when building these kind of visualisations in a Delphi- / C++Builder-based Windows application. I'll add a bounty when I can.
The data
Is recorded over time (hours to days) and is GPS-tagged. So, we have a lot of data following a path over time.
Is spatial: it represents real 3D elements of the earth, such as the land, or 3D elements of objects around the earth.
Is high volume: we could have a point cloud, say, of hundreds of thousands to millions of points. Processed data may display as surfaces created from these point clouds.
From that, you can see that an interactive, spatially-based 3D visualisation seems a good approach. I'm envisaging something where you can easily and quickly navigate around in space, and data will load or be generated on the fly depending on what you're looking at. I would prefer we don't try to write our own 3D library from scratch - for something like this, there have to be good existing libraries we can work from.
So, I'm hoping for a library which supports:
good navigation (is the library based on Euler rotations only, for example? Can you 'pick' objects to rotate around or move with easily?);
modern GPUs (shader-only rendering is ok; being able to hook into the pipeline to write shaders that map values to colours and change dynamically would be great - think data values given a colour through a colour lookup table);
dynamic data / objects (data can be added as it's recorded; and if the data volume is too high, we should be able to page things in and out or recreate them, and only show a sensible subset so that whatever the user's viewport is looking at is there onscreen, but other data can be loaded/regenerated, preferably asynchronously, or at least quickly as the user navigates. Obviously data creation is dependent on us, but a library that has hooks for this kind of thing would be great.)
and technologically, works with Delphi / C++Builder and the VCL.
Libraries
There are two main libraries I've considered so far - I'm looking for knowledgeable opinions about these, or for other libraries I haven't considered.
1. FireMonkey
This is Embarcadero's new UI library, which is only available in XE2 and above. Our app is based on the VCL and we'd want to host this in a VCL window; that seems to be officially unsupported but unofficially works fine, or is available through third-parties.
The mix of UI framework and 3D framework with shaders etc sounds great. But I don't know how complex the library is, what support it has for data that's not a simple object like a cube or sphere, and how well-designed it is. That last link has major criticisms of the 3D side of the library - severe enough I am not sure it's worthwhile in its current state at the time of writing for a non-trivial 3D app.
Is it worth trying to write a new visualisation window in our VCL app using FireMonkey?
2. GLScene
GLScene is a well-known 3D OpenGL framework for Delphi. I have never used it myself so have no experience about how it works or is designed. However, I believe it integrates well into VCL windows and supports shaders and modern GPUs. I do not know how its scene graph or navigation work or how well dynamic data can be implemented.
Its feature list specifically mentions some things I'm interested in, such as easy rotation/movement, procedural objects (implying dynamic data is easy to implement), and helper functions for picking. It seems shaders are Cg only (not GLSL or another non-vendor-specific language.) It also supports "polymorphic image support for texturing (allows many formats as well as procedural textures), easily extendable" - that may just mean many image formats, or it may indicate something where the texture can be dynamically changed, such as for dynamic colour mapping.
Where to from here?
These are the only two major 3D libraries I know of for Delphi or C++Builder. Have I missed any? Are there pros and cons I'm not aware of? Do you have any experience using either of these for this kind of purpose, and what pitfalls should we be wary of or features should we know about and use?
We currently use Embarcadero RAD Studio 2010 and most of our software is written in C++. We have small amounts of Delphi and may consider upgrading IDEs, but we are most likely to wait until the 64-bit C++ compiler is released. For that reason, a library that works in RS2010 might be best.
Thanks for your input :) I'm after high-quality answers, so I'll add a bounty when I can!
I have used GLScene in my 3D geomapping software and although it's not used to an extent you're looking for I can vouch that it seems the most appropriate for what you're trying to do.
GLScene supports terrain rendering and adding customizable objects to the scene. Objects can be interacted with and you can create complex 3D models of objects using the various building blocks of GLScene.
Unfortunately I cannot state how it will work with millions of points, but I do know that it is quite optimized and performs great on minimal hardware - that being said - the target PC I found required a dedicated graphics card capable of using OpenGL 2.1 extensions or higher (I found small issues with integrated graphics cards).
The other library I looked at was DXscene - which appears quite similar to GLScene albeit using DirectX instead of OpenGL. From memory this was a commercial product where GLScene was licensed under GPL. (EDIT - the page seems to be down at the moment : http://www.ksdev.com/index.html)
GLScene is still in active development and provides a fairly comprehensive library of functions, base objects and texturing etc. Things like rotation, translation, pitch, roll, turn, ray casting - to name a few - are all provided for you. Visibility culling is provided for each base object as well as viewing cameras, lighting and meshes. Base objects include cubes, spheres, pipes, tetrahedrons, cones, terrain, grids, 3d text, arrows to name a few.
Objects can be picked with the mouse and moved along 1,2 or 3 axes. Helper functions are included to automatically calculate the top-most object the mouse is under. Complex 3D shapes can be built by attaching base objects to other base objects in a hierarchical manner. So, for example, a car could be built using a rectangle as the base object and attaching four cylinders to it for the wheels - then you can manipulate the 'car' as a whole - since the four cylinders are attached to the base rectangle.
The only downside I could bring to your attention is the sometimes limited help/support available to you. Yes, there is a reference manual and a number of demo applications to show you how to do things such as select objects and move them around, however the reference manual is not complete and there is potential to get 'stuck' on how to accomplish a certain task. Forum support is somewhat limited/sparse. If you have a sound knowledge of 3D basics and concepts I'm sure you could nut it out.
As for Firemonkey - I have had no experience with this so I can't comment. I believe this is more targeted at mobile applications with lower hardware requirements so you may have issues with larger data sets.
Here are some other links that you may consider - I have no experience with them:
http://www.truevision3d.com/
http://www.3impact.com/
Game Development in Delphi
The last one is targeted at game development - but may provide useful information.
Have you tried glData? http://gldata.sourceforge.net/
It is old (~2004, Delphi 7), and I have not personally used the library, but some of the output is amazing.
you can use the GLScene or OpenGL they are good 3D rendering and its very easy to use.
Since you are already using georeferenced data, maybe you should consider embedding GoogleEarth in your Delphi application like this? Then you can add data to it as points, paths, or objects.

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