XNA under the hood? - xna

From what I understand, the XNA framework is little more than a wrapper around DirectX with some helper classes. I am interested in looking at this code though. Is there anywhere that I can see some of the actual code that went into making this framework?

This code belongs to Microsoft and isn't open source. I don't think that Microsoft will be releasing the code for it in the near future.
However, there is an application called Reflector.Net. This will allow you to view the code, but it will be obfuscated, but it may give you an idea of what is going on in the DLLs.

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ios - Best way to create own level editor

I've created a core mechanic of my game and want to create a level editor for it. my game is not a tile-based one, so my needs are quite specific. Game is written using Swift and Cocos2d-swift, but i dont think i can figure something out with Sprite Builder.
What you can advice me? Can I for example create a level editor with c# and then use it from swift code?
And what data structure is the best?
I mean is it possible to serialize classes on desktop Swift application and then just load them on ios from file or I'll need to use json/xml?
It might be an old question but I ended up with using a .Net powered solution. I choosed as It has all controls that you need for creating a rich user interface and also, it has a lot of built-in and third party solutions for serializing levels in any way you want. And the c# syntax is very similar to the Swift one.
The only problem is that you might run windows to work with it.
My game in development also needed a non-tile level editor. A few months ago I took some time to make my choice.
Since my project still uses cocos2d 2.x, I don't use the whole new 3.x and SB system. After some investigation I found out that it would be too time consuming to adjust my whole project to the new system and adjusting SB to my needs, mainly because my game engine has been in development for quite some time and is close to finished. Further more, I couldn't find the right information to actually make it work for my game (it needed some odd level architecture I guess).
Finally, I didn't find any other good alternative so I decided to create my own level editor. In this way I had full control and I knew exactly how everything worked which was a huge advantage for me.
Right now my level editor has been finished for some time and works like a charm. I still think in my situation I made the right choice. Also because I learned a lot this way, building everything from the ground up. Having said that, for my next game I will probably go with the main stream and use SB from the start. Also for you I advice you to still check out SB and take some time for it before making an alternative choice...
I'll explain how I did mine. Disclaimer: it has some oddity's which only worked in my situation, but hopefully it helps a bit with choosing your own way to go, that's the goal I'm aiming at...
I used:
max/msp
Although it's developed to make music and audio based software, I used max/msp because it's very easy and fast for creating visual and interface based software as well.
More importend: I happened to be very experienced in it, which shortened the development time tremendously.
javascript
Inside the max/msp patch is a javascript file running. This file is like a bridge between the interface and the visual representation of the level being edited, and the database in which the level
is saved in. 70% of the editor development went into this file I think.
sqlite
All the data is written in a sqlite database. Again, this has been mainly the choice because it saved a great amount of development time in my case. I could have used xml files for instance, but my game was already using a sqlite database and because of this I felt comfortable using it, I had no experience in xml. Also all the code was already in place for a big part, which speeded up the whole proces a lot.
I'm very happy with the end result. It does everything I need, it's easy too use and since I made everything myself from the ground up I know exactly how every works.
Good luck with you choices.

How can I create an Active X control to use Chromium Embedded Framework to replace the WebBrowser control in Powerbuilder 12 classic?

I need to be able to use the modern CSS3 and javascript support of Chrome in a powerbuilder classic 12 project.
I found this post Memory leak with Chromium Embedded interop ActiveX control using CEFSharp WPF
where it seems that a member has successfully created an interop activex control. This is what I need to do and I need some help doing so.
If you want to USE the interop ActiveX control like mentioned in the post you included than simply use it the same way the other person did. Find out where they got the interop control and use it like normal in PB.
I think that you are wanting to develop an ActiveX wrapper which will then be used in PB. As the name implies (wrapper) just create an ActiveX project in Visual Studio and start mapping the properties/events/functions until your wrapper is complete. If you didn't know the basic steps for creating a wrapper than it shouldn't take more than ten minutes on the internet to get an idea of what that is and how to do it.
Also to help you out being a new StackOverflow member, I'd suggest using better tags for the best results. I see why you chose a few of them but 3 of 4 have fewer than 100 followers so your question is not being seen much at all (thank goodness for you on this one). I'd have put this under .NET, C# for top exposure and maybe keep the chromium tag which will help people searching for the answer down the road, it isn't helping you find the answer with less than 100 followers.
Oh, if you need someone to write the wrapper- I am looking for work and can do it for few hours/days pay depending on how much you need exposed.

How to save modified tilemap for level editor app

I'm making a map editor app for iOS. I can't seem to find any information on how to save a modified tilemap, though. I'm using cocos2d-v3 for my framework.
Does someone have any ideas on how this is done?
Thanks
You could port the TMX writer of Kobold Kit: https://github.com/KoboldKit/KoboldKit/tree/master/KoboldKit/KoboldKitFree/Framework/TilemapModel/TMX
It actually originates from the KoboldTouch project for cocos2d-iphone, dependencies on the engine is minimal for the entire tilemap model. However there's no renderer for this model available for cocos2d (except in KoboldTouch), and cocos2d's own renderer does not retain all of the tmx information in memory, and certainly not in a way that makes it easy to write back.
You should be able to use the TMXGenerator class for this. It was written specifically to do that kind of thing. It's a little dated (pre v3, I haven't tried it with the new source), but it will get you most, if not all, of what you need.
https://github.com/slycrel/cocos2d-iphone-extensions/tree/develop/Extensions/TMXGenerator

Documentation of linphone (open source sip library) for iphone

Can anybody help me to find the developers documentation of linphone for iOS.
I want to understand the architecture and functionality of the project.
Thanks in advance.
I am afraid that apart from http://www.linphone.org/eng/documentation/ (that you've supposedly seen already) there is no documentation on this project. You will need to read the source code if you need more information about the architecture/etc. Since open source projects are developed very often in the author's spare time, it is quite common that they concentrate on the actual code writing instead of drawing architectural diagrams and design documents.
If you need a SIP stack for iOS I would recommend you to have a look at pjsip. It is definitely a more mature project with extensive documentation on every level.
All you need is google the function you want to check, and then there will be many documentation links. Those documentation may be different because of different versions. I think it is enough for you.
For example:
http://fossies.org/dox/linphone-3.5.2/index.html

API hooks discrepency

I have been trying to understand the concept of 'hooking' APIs and am currently facing a problem. I hope that experts here can clear it:
By going through a header file I noticed that the LoadLibrary function is actually mapped to one of the following two: LoadLibraryW or LoadLibraryA based on the flag used during compilation (UNICODE or ASCII, respectively). Now, if I have explicitly hooked the API 'LoadLibraryA' then will my hooked function get the control if it is compiled using the UNICODE flag?
It would be great if someone could explain or point me to a link that explains in detail how hooking works in such cases? How do compilation flags, character sets, locale, internationalization, impact hooking of APIs like LoadLibrary or CreateFile?
I'm currently in South Korea (Originally from UK) and for some reason some of my application is not working and I have a demo tomorrow. I presume the above mentioned doubt is the reason for the problem I'm facing.
I think that you need to read carefully this bible of api hooking Hooking in theory which explains everything about hooking like different approaches of hooking, lot of diagrams.... and also this one example. My suggestion is to use LoadLibraryW because it is superset of Acsii.
Bye

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