In the past month I’ve been dealing with well over a hundred different animations and scene files for a pre-rendered game engine. It quickly became tiresome having to render through Lightwave Layout, or far worse, manage a render queue using the Lightwave ScreamerNet interface.Continue Reading → Tags: 3D, batch, Lightwave, motion graphics, Newtek, queue, rendering, ScreamerNet
It’s no secret we love gaming. So when it was released over the weekend, Clemens was up at 6am to pick up the Wii U. By lunch on Monday, we had explored. And, no surprise, we’re fans.Continue Reading → Tags: gaming, Tablet, wii u, wii u game play, wii u review
Proving to be the bane of many a burgeoning Windows 8 developer is how buried and convoluted the GridViewItem template turns out to be. Combine a hard to get to template with brushes that derive from ListViewItem rather than GridViewItem and referenced outside of any visible dictionary and you’ve got a day long (at least) treasure hunt on your hands.
In this post, I’ll provide the Style for a GridViewItem, the necessary brushes (with comments), and a sample implementation.
While testing some of the new fracturing and dynamic simulation features in Lightwave 11 I ended up playing around with adding volumetric dust as a post-process using Trapcode Particular. The results are a basic proof of concept, but show how easy and effective it can be to use depth maps to integrate particles rendered in After Effects with graphics rendered in a 3D application.
Watch the Red Giant QuickTip video tutorial below to see how you can achieve the same effect yourself.
Look closely at the beginning of the tutorial, and you’ll catch some footage from Galactic Alliance 2. We actually used Trapcode Particular for all of the explosions and particle effects in the game!Continue Reading → Tags: After Effects, compositing, depth, dust, explosion, Galactic Alliance 2, Lightwave, Particular, Red Giant, render, Trapcode, vfx, visual effects
Motown empowers you and your team to:
- Create apps that are easy to maintain and extend
- Be more productive, freeing you to focus on the details of your app
- Make small and simple apps easily and larger more complex apps a possibility
Motown accomplishes this by:
- Eliminating glue code and boilerplate
- Providing architectural structure and modularity, eliminating spaghetti-code
- Making application architecture implicit in the configuration
- Providing clear, thoughtful and flexible APIs
In this post I will briefly introduce you to Motown by walking you through the creation of a small application that illustrates how Motown addresses one of the largest weaknesses of what Microsoft delivers out-of-the-box with WinJS. This weakness lies in how WinJS implements page navigation with regards to what it attempts to do in addition to what it does not.Continue Reading →
The XAML-based UI stack for Metro Style Apps is quite rich for the youngest member of the XAML UI frameworks family, but sometimes the basic controls even with their rich APIs are not enough. That is where the most powerful point of extensibility of the XAML UI comes in – the DirectX integration.
With DirectX you can create the highest quality real time Direct3D graphics, high performance Direct2D drawings, apply stunning looking pixel shader effects, read and write images of many different formats with WIC, play back video with the Media Framework and high quality audio with XAudio2. You can do all these things in a XAML-based app, so you can use all the rich UI APIs of the XAML framework to quickly create a beautiful looking application and add some special DirectX touch that will make it unique.
In this article I will show you how to create a libraries for drawing Direct2D or Direct3D scenes in the background of an otherwise XAML-rendered UI.
Designing Metro style apps on Windows 8 can be challenging just like any other new platform. It is especially challenging on a platform that’s so radically different than its predecessors. The most fundamental part about abiding by Metro standards is to not lose your brand’s personality and unique elements in the process. Metro as a design style should never replace your brand as a whole.
Using Metro as a foundation along with your brand’s style guide is key. It’s a common misconception that every app will look the same if you’re using Metro properly.Continue Reading →
This is the second part of my impressions of Windows 8. You can read the previous part here.Continue Reading →
I have been using the Windows 8 Preview For six months now – the Developer Preview since its public release in September and more recently, the Consumer Preview that was made available in February.
I have used Windows 8 on a tablet, a touch screen laptop and an old desktop and the experience has been good on all of these platforms. I have used it for anything from developing Windows 8 Metro style apps, through typical Office applications scenarios, browsing the internet, playing games, listening to Spotify, instant messaging etc. What I have not used it much for actually is to run Metro style apps, except for the ones I was developing myself, since there are not so many available yet (around 100) and the ones available do not fit into my daily use of a tablet or computer.
I have been using most versions of Windows available in the past 20 years or so. I have also been using an iPad for a few months now. I think Windows 8 is going to be huge…Continue Reading →
Finally, the long awaited Part 2 for Making a Game Out of Tower Defense. Good thing too, considering we went gold at the end of last week! Please grab the game here.Continue Reading →