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Showing posts from 2012

GDC China 2012

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GDC China 2012:MDA Sissy fight mechanics: how to play, rule Dynamic : game circle- equal to scourge Aesthetics : what is interesting part. fellowship, challenge(tactics, problem solving), narrative (drama) Playtesting and metrics: getting the most out of your usability testing Testing In a week recruit player outside Testing Learn what are player doing. Why players do things Player feeling Isolate player Designer/producer behind them. Datalogging Significant - record status -upload to db ex: player dead In testing phase 100% record In release 10% Benefit: Find game imbalance Find Economic imbalance Find excessive high failure are Find weapon imbalance Drawback Communication with design Give designer direct access Rapid reporting Data analysis is time consuming Technical concerns on post release - sampling rate -massive amount -storage capability -analysis time Data logging works best with a single programmer. Verify QA has adequate time

振奮!! 堅持自己的想法,然後說服別人

今天早上收信聽到一個振奮的消息,三天前我在開發者論壇抗議關於 API設計上的問題,雖然有很多人給了我折衷的方法,但我還是堅 持我的作法是最佳solution,"如果我們有最佳的方法,為 什麼要委屈自己用不是這麼好的作法?"。越來越多人贊同我的意見 ... 過了一天的安靜~ 終於,我們讓API往前進步了一步...雖然 英文不是很好,但是心是與世界並齊的。感謝Flash論壇的開發 者們,今天我們讓世界變的更好。

Ernesto Sirolli: Want to help someone? Shut up and listen!

當你想要幫助一個人時,最重要的就是聽他說話。 當世界遭遇到 糧食、交通、能源等等問題,能幫我們解決問題的並不會是政府、大 學,而會是企業家。 企業家要怎麼尋找出來,就是單獨地聽他說話。企業家不會在眾人面 前公開說他想要做甚麼,怎麼賣他的商品。他需要的是能夠提供他資 源的人,能夠給他信任感,給他隱私、熱情和貢獻給他的人。 所有歷史的統計上,沒有一間公司或企業家,從頭到尾都依靠一個人 做了所有的設計產品、製造產品、銷售產品等工作。 他需要的是夥伴~~~在Richard Branson的自傳中前兩頁,沒有半個字是"I",但卻出現了 32個"We"。

Direct3D Drawing in WPF

In Windows8, you can use SurfaceImageSource, VirtualSurfaceImageSource, SwapChainBackgroundPanel to let DirectX content into a XAML app. Visual Studio 2010 has removed Microsoft.DirectX support, so if we wanna use D3D in WPF, we need to leverage SlimDX or SharpDX. However, when you use older Windows version, ex: Win7, WinXP, you only can adopt D3DImage. D3DImage Lock, unLock image, and copy backbuffer to this image. Direct3D to WPF from Ellis Mu You can download the sample code here: https://github.com/DaoshengMu/WPFd3dImageCpp http://www.gamedev.net/topic/619534-wpf-directx-11-via-d3dimage/ http://www.notesonsoftware.com/directx/initializing-directx-9-drawing-in-wpf/ http://code4k.blogspot.tw/2011/03/benchmarking-cnet-direct3d-11-apis-vs.html http://www.codeproject.com/Articles/28526/Introduction-to-D3DImage http://social.msdn.microsoft.com/forums/en-US/wpf/thread/22a83db9-e903-49a5-815b-0647f157bda6 http://www.codeproject.com/Articles/351939/SurfaceI

Flash constrained mode: Targeted at devices that only support PS_2.0 level shaders like the Intel GMA 9xx series

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Earlier versions of FlashPlayer 11 support hardware rendering for devices manufactured after 2008. The constrained mode extends this support to all devices released since 2005.   How does it work? In order to make your application work in constrained mode you just should set the second parameter of stage3D.requestContext3D() when requesting the context, in the following way: stage3D.requestContext3D(Context3DRenderMode.AUTO, Context3DProfile.BASELINE_CONSTRAINED); T argeted at devices that only support PS_2.0 level shaders like the Intel GMA 9xx series . You are limited to 64 ALU and 32 texture instructions per shader. Only four texture read instructions per shader. No support for predicate register. This affects sln/sge/seq/sne, which you replace with compound mov/cmp instructions, available with ps_2_0. The Context3D back buffer must always be within the bounds of the stage. Only one instance of a Context3D running in Constrained profile

Top 5 - Game Engines Of The Future

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Android take picture, crop picture, select picture by using intent

Take Picture public static Uri takePhoto( Activity act ) { //Intent cameraIntent = new Intent(android.provider.MediaStore.ACTION_IMAGE_CAPTURE); //act.startActivityForResult(cameraIntent, CAMERA_PIC_REQUEST); Intent cameraIntent = new Intent(android.provider.MediaStore.ACTION_IMAGE_CAPTURE); Uri mImageCaptureUri = Uri.fromFile( new File( Environment.getExternalStorageDirectory(), "tmp_contact_" + String.valueOf(System.currentTimeMillis()) + ".jpg") ); cameraIntent.putExtra( android.provider.MediaStore.EXTRA_OUTPUT, mImageCaptureUri ); try { cameraIntent.putExtra( "return-data", true); act.startActivityForResult(cameraIntent, PICK_FROM_CAMERA); } catch( ActivityNotFoundException e ) { } return mImageCaptureUri; } Crop Picture @Override protected void onActivityResult(int requestCode, int resultCode, Intent data) { // TODO Auto-generated method stub super.onActivityResult(requestCode, resu

The San Francisco Games Revolution Is Over

舊金山一直都是產業革命的出生地,遊戲曾經是他們最感興趣的投資 項目,Facebook、iOS、Android、Social game,甚至後來的Gamification應用無不都帶來 了巨大的成功。不過它已經被改變了: Social: 被過於高估,不持久。 Price: 開始有了削價競爭。 Scale: 規模太大,平台太多。 Behaviourism: 有些模式沒辦法一直反覆使用,玩家發覺後,這東西價值就變低了。 最後的競爭利器: Graphics! Graphics! Graphics! 九零年代到2006年,Graphics一直都是工作室彼此的主 要競爭項目,成本不斷被堆高,到了現在竄出頭的mobile game、social game,還是要靠Graphics來決鬥。 不過誰又能知道下一代的舊金山遊戲革命會是甚麼呢? http://techcrunch.com/2012/10/13/the-san-francisco-games-revolution-is-over/

Performance tips on JavaScriptV8

http://www.html5rocks.com/en/tutorials/speed/v8/

中國手機上網用戶行為研究

中國大陸使用手機上網的行為研究: 中國大陸使用手機上網的比例已經超過70%,特別是1~3小時的 破碎時間,如果仍在做桌上型裝置的網路遊戲我個人覺得有點堪憂。 不過他研究的手機上網行為內,遊戲並沒有排進他的排名,可見想用 手機上網玩遊戲的比例亦不高(但另外一篇則排進10%),再者如 果有看網路女王的趨勢分析,其實另外一點需要再挑戰,就是A R P U還是有3:1的差距... http://www.docin.com/p-414448925.html http://www.cnnic.cn/hlwfzyj/hlwxzbg/ydhlwbg/201209/P020120917506527612622.pdf

Android GridView ImageAdapter

public class ImageAdapter extends BaseAdapter { private Context _context = null; private PhotoItem[] _photoArray = null; public ImageAdapter( Context ctx, PhotoItem[] imageArray ) { _context = ctx; _photoArray = imageArray; } @Override public int getCount() { // TODO Auto-generated method stub return _photoArray.length; } @Override public PhotoItem getItem(int pos) { // TODO Auto-generated method stub return _photoArray[ pos ]; } @Override public long getItemId(int position) { // TODO Auto-generated method stub return 0; } @Override public View getView(int pos, View convertView, ViewGroup parent) { // TODO Auto-generated method stub View gridView; if ( convertView == null ) // if it's not recycled, initialize some attribute { LayoutInflater vi = (LayoutInflater) _context.getSystemService(Context.LAYOUT_INFLATER_SERVICE); gridView = vi.inflate( R.layout.image_item, null); ImageView imageView = (ImageView)gridView.findVi

AMD CodeXL: OpenGL and OpenCL Debugger and Profiler

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AMD CodeXL is a new tool for OpenGL and OpenCL developers. CodeXL includes a GPU debugger, a profiler for both GPU and CPU and offers OpenCL kernels analysis capabilities. CodeXL is available as a standalone application for Linux (64-bit) and Windows (32 and 64-bit). An extension for Visual Studio is also available. http://developer.amd.com/tools/hc/CodeXL/Pages/default.aspx

Android customized button

drawable/ return_btn.xml values/ style.xml Create drawable/return_btn.xml in drawable folder Create values/style.xml in your value folder Add ReturnButton style in your layout http://jp-lin.blogspot.tw/2010/12/android.html

SQLite

MesaSQLite可以幫助讀入及編輯*.sqlite 讀入已存在的sqlite private static final String DB_PATH = "/data/data/com.xxx.xxx/databases/"; private static final String DB_NAME = "xxx.sqlite"; SQLiteDatabase database = this.getReadableDatabase(); try { //Open your local db as the input stream InputStream myInput = ctx.getAssets().open(DB_NAME); // Path to the just created empty db String outFileName = DB_PATH + DB_NAME; //Open the empty db as the output stream OutputStream myOutput = new FileOutputStream(outFileName); //transfer bytes from the inputfile to the outputfile byte[] buffer = new byte[1024]; int length; while ((length = myInput.read(buffer))>0){ myOutput.write(buffer, 0, length); } //Close the streams myOutput.flush(); myOutput.close(); myInput.close(); } catch (IOException e) { throw new Error("Error copying database"); }

Chat List show/hide keyboard

_chatList.setOnTouchListener( new OnTouchListener() { @Override public boolean onTouch(View v, MotionEvent event) { // TODO Auto-generated method stub ( //close keyboard (InputMethodManager)getSystemService(Context.INPUT_METHOD_SERVICE)).hideSoftInputFromWindow( _chatText.getWindowToken(), 0); //open keyboard ((InputMethodManager)getSystemService(Context.INPUT_METHOD_SERVICE)).showSoftInput(chatText, InputMethodManager.SHOW_FORCED); return false; } }); http://stackoverflow.com/questions/1109022/close-hide-the-android-soft-keyboard

Head in the Clouds: The reasons of OnLive's failure

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OnLive的最高同時上線人數大概1800位,註冊用戶2萬人。但是OnLive每個月卻有五百萬美金的的服務開銷。想想每個使用者平均要花多少錢才能回本,這是一個失敗的business model。 錯誤的策略,這些console主機仍然是被玩家使用中的。OnLive卻仍想要賣服務給這些已經有主機的玩家。 網路頻寬問題: 許多註冊用戶被發現他們並沒有去依照OnLive的需求來升級頻寬。 如果你給一個人免費服務,他們會覺得這東西的價值是比較低的,遊戲主機的business model會運作的原因是當你購買了一台主機,用戶會想證明自己的投資是對的就會購買更多的遊戲。但對於OnLive的用戶因為沒花到錢,所以也不急著要付費投資他,包含去申請符合OnLive要求的網路頻寬。 OnLive的針對用戶是core gamer和搶先玩家。但是他們不會滿意OnLive的performance,包含lag和畫面失真等不可避免由於網路頻寬造成的結果。OnLive所提供的軟體不是最熱門最新的遊戲,這些核心玩家是不會有興趣的,反而這樣的服務會吸引casual玩家(對於最新遊戲或是購買最新硬體沒這麼熱衷的玩家),但這種玩家通常頻寬不會太好。 本身的硬體更新每次費用都會非常昂貴。 它不是console平台的掌握者,它沒辦法掌握硬體的升級,說服玩家只要用低規的硬體就可以遊玩高級的遊戲。 隨著Graphics processor越來越便宜和精巧,以及效能越來越好。越來越多輕薄的手機終將會超越現今的console,然後在家裡的TV上用它們遊玩高級遊戲。 當一切策略錯誤後,沒有將目標鎖定到專一特殊的領域。例如,Gaikai專精提供game demo服務。 Reference: http://www.gamesindustry.biz/articles/2012-08-24-head-in-the-clouds?utm_source=newsletter&utm_medium=email&utm_campaign=european-daily

Android: Async-Http library

Android Asynchronous Http Client A Callback-Based Http Client Library for Android http://loopj.com/android-async-http/ Http Send: // http send AsyncHttpClient _clientPost = new AsyncHttpClient(); RequestParams params = new RequestParams(); params.put( "type", "" + type ); params.put( "text", message ); if( CookieManager.getInstance().getCookie(HttpAPI.uriAPI) != null ) { String cookieStr = CookieManager.getInstance().getCookie(HttpAPI.uriAPI); _clientPost.addHeader( "Cookie", cookieStr ); } _clientPost.post( addr, params, new AsyncHttpResponseHandler() { @Override public void onSuccess(String response) { try { } catch (JSONException e) { } } }); Http Get: // http get AsyncHttpResponseHandler _responseHandler = new AsyncHttpResponseHandler() { @Override public void onSuccess(String response) { } }; if( CookieManager.getInst

Build OGRE with dependency

Dependence file Updated 19 Aug 2012 is not work. Boost link error for OGRE 1.8 build http://blog.csdn.net/hackbuteer1/article/details/6597710

WebGL - Three.js + impactJS

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http://asmallgame.com/labsopen/webgl_impact/ Using three.js to render a game made with impactJS and box2D

Android chat room copy/delete text

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// long press click @Override public boolean onItemLongClick(AdapterView arg0, View arg1, final int pos, long id) { // AlertDialog can try to move to global variable, can avoid to multiple creating. AlertDialog.Builder dialog = new AlertDialog.Builder(ChatActivity.this); dialog.setTitle(getResources().getString(R.string.selection)); String strCopy = getResources().getString(R.string.copy); final String strDel = getResources().getString(R.string.delete); String[] options = { strCopy, strDel }; // copy and delete items DialogInterface.OnClickListener actionListener = new DialogInterface.OnClickListener() { @Override public void onClick(DialogInterface dialog, int which) { switch (which) { case 0: // Copy String co

為自己爭氣──群聯電子十年318億元的創業故事

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昨天我從圖書館裡了這本書回家閱讀,一個月內要歸還... 今天第一次翻開這本書閱讀,整本書p.238我看了p.56頁。我停了下來。因為這本書讓我熱情澎湃,如果不停下來,可能下禮拜就遞辭呈了。 有幾個觀點很值得我們記住,在此筆記下來: 這本書百分之五十的版稅捐給交大校友會,另外百分之五十捐給兒童扶助基金會...這決定太棒了,因為年輕學子一定是未來的希望,我們要多幫助他們。 當初潘健成董事長從馬來西亞來台灣交大唸書,其實也很平凡的想說畢業後回馬來西亞工廠上班,一個月領個三萬元,實在沒想說要創業。 他在研究所的時候替教授所開的公司做事,常常沒什麼時間去上課,這間公司在未上市公司潛力曾經位居第二名,不過管理階層出了問題。很多都是高層的親戚,朋友。甚至一個主管跟他說,我們不賺錢也沒關係,只要把我們募資來的好幾億元放到銀行生利息就夠了,要不然就是六塊買進DRAM再12塊賣出可以翻賺一倍。....這種不是在認真經營公司而是在玩金錢遊戲的例子,也促成了潘董對於他日後群聯電子所警惕的。 第一筆大生意是做成全球第一顆USB快閃記憶體系統控制單晶片。後來發現成品比較好賺就開始做隨身碟。 年輕很難給別人信任,但如果你言之有物且做的東西是好的,對方反而會記得你。成功的定義:今天的成功是由於昨天做了對的事情,在每天做很多對的事情,那每天都是做的很成功。 28歲時候被前公司控告侵權,公司的資金被扣押,董事長去拜託合作夥伴能夠將現金能夠提早付給他們,積極地面對媒體,最後終於和解。科技公司難逃侵權,遭到Sandisk告侵權,不像其他廠商跟著和解,因為不甘本業被收取權利金,最後也打贏了。 找保護傘,引進重要股東。找上東芝,它替他們解決了很多難關,讓外界直覺群聯很厲害,無論是資金與專利上。但在東芝的保護緩衝期,仍然要不斷地補專利。 持續為善,賺錢本來就是要花,但要花在該做的地方,幫助年輕人念書、創業,讓越來越多人能夠替社會帶來希望。 以技術發展為基礎,挑正值長期耕耘的客戶。遇到小廠以劣質品競爭,放掉大中華區,找真正有品牌的客戶。做生意就像待人處世,不佔客戶便宜,賣貴了,下張訂單要還給他。 創業夥伴,找可以長久的夥伴,創業有成後,一起打天下的夥伴也沒有分開。在學校認識的朋友是最好的,夥伴選對了麻煩也就少了。

PlayCanvas WebGL 3rd Person Multiplayer Demo

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       WebGL再度做出驚人的表現,PlayCanvas的人員花了 兩個禮拜製作。這個demo與以前不一樣的是做到了multiplayer,支援mouse lock, full screen,在Chrome還支援gamepad。Chrome真的是一個很適合發展HTML5的平台。對於有1.3 billion的潛在玩家,並且相較於triple-A專案的開發成本低的HTML5 platform,能不趁早涉入嗎? Source code: https://bitbucket.org/playcanvas/scifi Reference: http://playcanvas.com/a-multiplayer-3rd-person-shooter-in-html5/ http://www.html5gamedevelopment.org/html5-demos/2012-08-playcanvas-webgl-3rd-person-multiplayer-demo?utm_source=twitterfeed&utm_medium=facebook

Introduce to Chrome plugin

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In this diagram, it describes how was the Chrome been designed. If we want to develop some plugins on Chrome, we have several ways. First, we could use NPAPI which Firefox also follow it interface. (Out of process plugin) Second, we could choose to write NaCI which support native code( C/C++) be compiled to nexe and be executed on the Chrome sandbox, it would bring some performance benefits because we could enjoy the performance from native code. NaCI provides PPAPI which is different from NPAPI because PPAPI is in order to focus on high performance for 3D/2D rendering, and Google has recommended it to Mozilla but Mozilla not yet decided to support it. Third, Chrome has some in-Process-plugins that are internal plugins. They could enjoy the PPAPI . Flash player on Chrome Chrome provides the Flash Player Pepper in order to let chrome be convenient to maintain and keep it is secure. BTW, Chrome make it be in-process-plugin type and utilize PPAPI in rendering. Flash Player

Android: progress dialog and thread

//不顯示title ProgressDialog _progressDialog = ProgressDialog.show( FriendListViewActivity.this, "", getString( R.string.progressing ) , true, false ); //顯示title ProgressDialog _progressDialog = ProgressDialog.show( FriendListViewActivity.this, "title mssage", getString( R.string.progressing ) , true, false ); //建立執行緒 new Thread(){ @Override public void run(){ try{ //可改為欲執行的程式碼 Thread.sleep(5000); } catch (Exception e){ e.printStackTrace(); } finally{ pDialog.dismiss(); //關閉dialog } } }.start(); //開始執行緒 //如果有欲修改到UI的內容部分,加上 runOnUiThread(new Runnable() { // Correct!! public void run() { //modify View object textView.setText("test"); } }); Refer

OpenGL 4.3 spec and Adaptive Scalable Texture Compression Extension (ASTC)

Aug.6th is the 20th anniversary for OpenGL. Khronos revealed OpenGL4.3 spec and compression texture format -ASTC in Siggraph 2012. ASTC: http://www.geeks3d.com/20120806/opengl-4-3-and-opengl-es-3-0-adaptive-scalable-texture-compression-extension-astc/?utm_source=feedburner&utm_medium=email&utm_campaign=Feed%3A+TheGeeksOf3d+%28The+Geeks+Of+3D%29 OpenGL4.3 spec has been released: http://www.geeks3d.com/20120806/opengl-4-3-specifications-released-advanced-computation-with-compute-shaders/?utm_source=feedburner&utm_medium=email&utm_campaign=Feed%3A+TheGeeksOf3d+%28The+Geeks+Of+3D%29 http://www.opengl.org/registry/doc/glspec43.core.20120806.pdf OpenGL 4.3 compute shader: http://www.geeks3d.com/20120806/opengl-4-3-compute-shaders-details/?utm_source=feedburner&utm_medium=email&utm_campaign=Feed%3A+TheGeeksOf3d+%28The+Geeks+Of+3D%29

Turbulenz WebGL Engine using Quake 4 assets

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Photoshop Overlay

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Target: lower layer texture Blend: upper layer texture Overlay  = (Target > 0.5) * (1 - (1-2*(Target-0.5)) * (1-Blend)) + (Target <= 0.5) * ((2*Target) * Blend) http://www.binary-artist.com/photoshop_tutorials/layer/photoshop_layer_blend_mode_overlay.php http://blog.deepskycolors.com/archivo/2010/04/21/formulas-for-Photoshop-blending-modes.html

年輕人該負起的責任

這幾年來確實台灣的經濟環境變得很差,如果說是失落的十年,那我們這十年錯過了什麼? 1980-90 年代,台積電, 宏碁, 華碩替台灣建立了半導體以及個人電腦的經濟體,讓台灣賺進了大量的外匯,也擠身亞洲四小龍,那時也奠定了科技島的美譽。那時的時空背景會這麼成功的原因是我們與國際接軌了,我們在跟美國矽谷的創新作了一樣的事情,我們走的是朝陽的產業,是未來獲利十分看好的產業。 2000年代,.com網路產業興起,從美國湧起的Yahoo, eBay,這時台灣沒有缺席,Kimo, yam, PChome帶領台灣面對挑戰,雖然後來Kimo被Yahoo收購, yam變得比較沒這麼影響力,PChome後來經過幾次轉型變成大型的網路購物平台,這些網路公司都帶來台灣非常優秀的研發能量,這些技術力一樣是跟國際接軌的。 2005年左右,Web走向2.0時代,內容分享變成重點,搜尋引擎龍頭Google在矽谷發跡,中國大陸的百度也在之後藉由主打中國市場也被創立了,Youtube讓大家上傳有趣的影片,電腦桌變成家裡的客廳,中國出了土豆網,台灣也出了個無名小站,一群還沒畢業的交大學生讓台灣發光發熱,在這個平台上捧紅了很多網路作家。 2008年開始,社群網路崛起,Facebook席捲全球,中國人人網,日本mixi相繼出頭。台灣這次沒有人成功。或許是國內人口數沒這麼多,社群網站發展不起來。不過人口數,文化背景並不是絕對先天上的劣勢,Rovio在2011憑著Angry bird席捲全球,芬蘭國家只有500萬人,我們有2000萬人口,我們一定也有機會! 2010年,智慧手機的App經濟體被蘋果賈伯斯所建立完成。全世界的人都對它開啓了掏金夢,Rovio因為Angry bird市值56億英鎊,Instagram 十億美金被Facebook收購, Omgpop因為DrawSomething被Zynga以2.1億收購。這次台灣尚未發生一個巨額的併購案,或是因為App而締造一個產業,不過周遭很多聲音都在努力着,期待他們成功的發生。 創新的事業是由年輕人所創造的,如果年輕人過得很辛苦而又不肯站出來突破,告訴世界我們要的是怎樣的生活,那又有誰能保證你十年後會過得怎樣呢? 如果是不敢冒險,那麼二三十年前的年輕人又有誰能成功呢?我們現在能過的尚有一定水準其實是他們給的...以前的年輕人或許害怕未來會與

Texture compression on GPU

Reduce texture memory size, it can reduce gpu memory bandwidth to read texture while rendering, and compressed format can have better performance because it use less memory. Fast decompress, it compressed on the GPU card, and while rendering it be decompressed at least once per frame. Fast random access,  if a texture cover a mesh but the mesh just can be seen on one side, GPU will only decompress the part of texture which can be seen. Therefore, if we do well in Hidden Surface Removal that can help us reduce GPU card loading. old D3D new D3D OpenGL D3D support OpenGL support DXT1 BC1 S3TC 6.0 EXT_texture_compression_s3tc DXT3 BC2 S3TC 6.0 EXT_texture_compression_s3tc DXT5 BC3 S3TC 6.0 EXT_texture_compression_s3tc ATI1 BC4 RGTC1 10.0 3.0 ( or via extension ) ATI2 BC5 RGTC2 10.0 3.0 ( or via extension ) - BC6H BPTC_FLOAT 11.0 4.2 ( or via extension ) - BC7 BPTC 11.0 4.2 ( or via extension ) Reference: http://renderingpipeline.com/2012/07/texture-compression/ http:

Mobile design matters - iOS and Android

Mobile design matters - iOS and Android View more presentations from Light Lin

Friend fumction in C++ class

// in the header file void changeVar(); // define it. class testFriend { friend void changeVar(); // declare it private: int m_i; } // in the cpp file void changeVar( testFriend&i ) // implement it { i.m_i++; } // in the main file int main() { testFriend test; changeVar(test); }

Android ListView pull to refresh library

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http://erikw.eu/open-source-android-pull-to-refresh-library/

Google I/O 2012 - GRITS: PvP Gaming with HTML5

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大學時候的專題:進化城市

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Haxe: One language, everywhere.

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http://haxe.org/ Haxe (pronounced as hex ) is an open source programming language While most other languages are bound to their own platform (Java to the JVM, C# to .Net, ActionScript to the Flash Player), Haxe is a multiplatform language .

Blogger顯示特殊符號

http://01mistery.blogspot.com/2009/07/htmlcode.html

Mac can't detect your Android device

http://www.mkyong.com/android/android-debugging-on-real-device/ http://stackoverflow.com/questions/7135999/adb-not-finding-my-device-phone-macos-x adb kill - server ; adb devices If you installed EasyTether, it will interfere with ADB, you should disable EasyTether.  Disable EasyTether: sudo kextunload / System / Library / Extensions / EasyTetherUSBEthernet . kext       Enable EasyTether : sudo kextload / System / Library / Extensions / EasyTetherUSBEthernet . kext

美国手机及平板电脑用户游戏习惯

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Reference:  http://gamerboom.com/archives/55146   平板电脑已成为比手机更受欢迎的游戏设备,在同时拥有手机和平板电脑的用户中,有58%受访者玩平板电脑游戏的时间多于玩手机游戏,40%受访者表示自己更少在手机上玩游戏。 2012 22%玩家表示自己每周在这类游戏中投入时间达3小时左右,而2011年的这一玩家比例则是14%。同时拥有平板电脑和手机的用户每周游戏时间甚至更长。Kindle Fire和iPad等平板电脑在过去12个月中为移动领域引进了1100万新玩家。 虽然玩家在这些游戏中的平均消费额已从2010年的29.21美元降至2011年的21.24美元,但平板电脑游戏玩家同一时期的平均消费额却从 20.37美元增长至25.47美元。从总体上看,同时拥有两种设备的玩家更具盈利性,他们过去两年中在此类游戏中平均投入达34.57美元。

Game Developer Magazine in May 2012

Reference:  http://studioirregular.blogspot.tw/2012/06/game-engine.html http://gamasutra.com/view/news/169846/Mobile_game_developer_survey_leans_heavily_toward_iOS_Unity.php Game Developer Magazine: 53% 移動裝置遊戲開發商表示正在使用或是即將採用 Unity3D 遊戲引擎。 14% 的開發商使用 Unreal Engine,另外有 10% 使用 cocos2d。 銷售成績最頂尖的開發商當中, 39.8% 使用自行開發的遊戲引擎。 Game developer magazine 的調查還有一項:每五位開發商有 4.45 位使用遊戲引擎的首要原因是為了加快開發速度。 Kingdom Rush 的開發商 回答了 開發相關的細節,他們的 web 版本使用 Flash ActionScript 開發 沒有使用像是 PushButton 之類的 flash game engine,而是自行開發塔防專用 (tower defense) 遊戲引擎。 僅使用三套小小的 3rd party library,看起來其他部分都是自行開發。 Ellis:        使用套裝引擎是可以幫助遊戲快速開發,並且節省研發成本。但通用引擎帶來的代價就是效能沒辦法針對特定遊戲類型做有效率的優化,以及部分遊戲操作及玩法上需要加以特化產生專屬的feature時,使用套裝引擎會有一定難度來辦到。

Android ProgressDialog

When you want to wait some wasting time function, and show dialog, you will need ProgressDialog http://bend-ing.blogspot.tw/2008/11/properly-handle-progress-dialog-in.html http://lp43.blogspot.tw/2010/08/progressdialog.html