Posts Tagged ‘TECHNOLOGY’

Thursday, June 27th, 2013

There is a revolution going on in game consoles. It is a new micro console movement that is driven by the openness of mobile + casual markets/stores and self-publishing that have disrupted handheld gaming.  That is now about set to disrupt the living room and game console markets.

Apple TV

Apple TV has not yet officially announced apps/games for Apple TV other than AirPlay but that is coming when Apple TV launches the SDK.  Largely this most likely will be a push type of platform where you have your tablet or phone/pod device to flick or push games and apps onto the big screen.  Then your device becomes a remote or gamepad.  Apple TV will also be able to download these apps much like iTunes but it will largely be driven by the hardware (tablets and handheld (iPhones/iPods)).

Apple also has a gamepad support api in iOS7 for the virtual pad haters and this will create some great gamepads and experiences to play longer in front of the TV or other big screens.

Android (Google/OUYA/Others)

Google has recently also gotten into the game after OUYA has now launched, GameStick on the way and because Apple is getting in Google is wise to as well.  Both iTunes and Google Play! will be extended by these game consoles/tv apps devices.

The people briefed on the matter said Google is reacting in part to expectations that rival Apple will launch a video game console as part of its next Apple TV product release.

Self-Publishing /  App store Models

Self-publishing is a large reason indies/small-medium studios are flourishing and these devices will continue the disruption of the game industry. Mobile, web + open desktop games will spill into the TV in droves. Limiting publisher control by allowing self-publishing will sell lots of hardware and games, bigger economies always sell more hardware and games.

Whether it’s making games or distributing them, the focus for Valve going forward is going to be how it can provide the framework for its customers to be entertained, and to make entertainment. Games are goods and services that are part of a large economy. For Newell, the next step is to expand that economy.

“Economies get better the bigger they are,” Gabe Newell

Big Consoles React to Mobile Openness

The new big consoles in Sony PS4, Nintendo WiiU and the XBox One are also launching this year or have launched (WiiU).  The smart ones are allowing self-publishing as that will grow their games and fun factor by allowing indies, small and medium sized companies to play again.  So far Microsoft is the only company not embracing the open/self-publish model that will sell more hardware and software, strange considering they are about developers, developers, developers and were one of the first to allow indies on the platform (albeit in a flawed way). Both Apple, Microsoft and possibly Google are the only companies that really have the hardware, software (OS) and the ability to publish games to handheld (phones/pods/tablets), desktop OS (OSX + Windows) and now consoles (soon Apple TV and XBox). But only Apple is embracing openness across all, Google will also hopefully not duplicating the Google+ games limited market debacle. Let’s hope Microsoft changes tune again on XBox One and allows self-publishing instead of only approved developers and let the market decide on good games.

Old Skool Arcade Fun + ‘Pure Play’

The best part of all this is game creation and playing is going back to the fun factor times of arcade and early web games where experimentation and fun factor is the main goal.  Even John Carmack agrees mobile focuses on ‘pure play’.

“I was really happy that when mobile came along with the more ‘pure’ games, they didn’t have to be a $50 game that had man-centuries in them,” Carmack tells Ars Technica. “You can have these small things that cost people a couple bucks.”

“I don’t have a lot of free time and I don’t have 50 hours for Skyrim. That’s not to take anything away from the massive titles, but it’s great to have this broad spectrum of gaming,” Carmack added.

Thursday, December 15th, 2011

Thank you Microsoft.  You have helped to make it easier to produce and convince clients and collegues to use html5 with your latest decision.

Since you are updating Internet Explorer in automatic updates to IE9  currently and hopefully for the future versions. Developing for the web became better as #html5 with canvas goodness is now market ready! (in a nearer term rather than a year or two possibly – still some time to propagate).

Good news, everyone! Microsoft has decided that the time has come to make sure that all users of Internet Explorer are using the most current version possible. To accomplish that goal, they’re turning on automatic updates.

Yes, Internet Explorer patches and new major versions are already available via Windows Update. But to move from one version to the next, it’s never been a fully automatic process. There’s a separate install window that appears for installing, say, Internet Explorer 9. For many users, the additional steps required were often enough to prevent them from installing a new version.

To clients, developers can now say that IE9 and up is the best target since Microsoft themselves are updating the browser in Automatic Updates for security and a better experience.  They can tell clients that is is acceptable to build in html5 with canvas and with less tedium in making things work for IE7 and IE8, less middle man proxy technologies. Microsoft will also be less of a bad name for developers stemming from IE6 and lagged, slow upgrading software progress and users. For many clients that were risky on projects this wasn’t an issue, but deciding what tech to use and convincing others with so much old IE out there was difficult.  Hopefully this helps soon.

Ryan Gavin, Microsoft’s senior director for Internet Explorer, pointed out several benefits. The overall security of the Windows user community will be improved as outdated browsers are replaced, developers can focus their attention on building sites using modern web code, and those who surf with IE will be able to enjoy the full Beauty of the Web.

Browsers that silently update like Chrome are the best model, but automatic software updates are also good. html5 is on soon when this kicks in across the world, it seems Microsoft plans to do this at different times around the world.

And so from now on, Internet Explorer will quietly update itself just as Windows does. Starting in January, users in Australia and Brazil will be the begin receiving automatic IE updates. Microsoft will then gradually extend coverage to other parts of the world as time goes on.

This news comes on the same day that Chrome 15 is now the most used browser in the world. IE9 could take the top spot for a while if all IE versions move to IE9 as IE is still 40% of the world share in browsers for all versions.

Ship it! html5 has entered the arena officially. And so it begins…

[source from geek.com + microsoft]

 

Sunday, April 17th, 2011

Recently cocos2d (iphone) reached version 1.0 and they have started a new cocos3d project!

cocos2d is a great objective-c engine for iOS development (and Mac development).  It has it’s limitations but for small 2d based games with physics or platformers with sprites it rocks.  It has made it to 1.0 and many games are made with it on the Appstore.  Unity and Cocos2D make up a good portion of the games in terms of engines used on the Apple Appstore for small to midsize game studios and indies (2500+ games are made with cocos2d).

cocos3d

cocos2d is getting a 3d extension in cocos3d for using 3d mesh/models etc.  Currently it only imports POD models but this could be good for smaller isometric 3d games or 2d using 3d models.  It is early so this will take some time to mature but good news for improving engine performance needed to handle 3d.

This could easily become the most popular/used 3d engine made with objective-c as cocos2d has done with 2d… there aren’t many pure objective-c game engines. The one downfall is multi-platform even though Objective-C is fun.  Unless it is solely a iOS or Mac title then going with a  multi-platform engine or a custom C++ engine and using Android NDK and an Objective-C wrapper on iOS is best for port economics and performance.  That can also be used as desktop and other platforms this way. But for iOS development cocos2D is great.

cocos3d Features

Some of the key features of cocos3d are highlighted in the following list:

  • Seamless integration with cocos2d. Rendering of all 3D model objects occurs within a special cocos2d layer, which fits seamlessly into the cocos2d node hierarchy, allowing 2D nodes such as controls, labels, and health bars to be drawn under, over, or beside 3D model objects.
  • Pluggable loading framework for 3D models exported from familiar 3D editors such as Blender3ds Max orCheetah3D, or through industry standard 3D object files such as Collada or PowerVR POD, or even from your own customized object file formats.
  • Imported 3D models can include animation sequences.
  • 3D model objects can be arranged in sophisticated structural assemblies, allowing child objects to be moved and oriented relative to their parent structure.
  • 3D models, cameras, and lighting can be manipulated and animated using familiar cocos2d CCActions, allowing you to quickly and easily control the dynamics of your 3D world, in a familiar, and easy-to-use programming paradigm.
  • 3D objects can be covered with dynamic materials and textures to create rich, realistic imagery.
  • Mesh data can be shared between 3D objects, thereby saving precious device memory.
  • Mesh data can freely, and automatically, use OpenGL vertex buffer objects to improve performance and memory management.
  • Culling of 3D objects outside of the camera frustum is automatic, based on pluggable, customizable object bounding volumes.
  • Automatic ordering and grouping of 3D objects minimizes OpenGL state changes and improves rendering performance. Pluggable sorters allow easy customization of object sorting, ordering, and grouping for optimal application performance.
  • Automatic OpenGL state machine shadowing means that the OpenGL functions are invoked only when a state really has changed, thereby reducing OpenGL engine calls, and increasing OpenGL throughput.
  • Sophisticated math library eliminates the need to use OpenGL ES function calls for matrix mathematics.
  • Fully documented API written entirely in familiar Objective-C. No need to switch to C or C++ to work with 3D artifacts.
  • Extensive logging framework to trace program execution, including all OpenGL ES function calls.
  • Includes demo applications and Xcode templates to get you up and running quickly.

Learn cocos3d

You can learn more about writing 3D iOS applications using cocos3d, by referring to:

 

 

Saturday, September 26th, 2009

Electronic Arts is using Unity 3D to develop Tiger Woods Online. The game is currently in beta. It was announced that they were using the engine in June on their blog but only on the reposted version here not the original post where the engine was just deemed “new technology”.

This is a major shift in the game industry and how it is being expanded into online properties that rival or better the console and desktop versions through online communities.  Quake Live from id software uses their own system that wraps existing games (originally developed by Gaim Theory then bought by id Software) and instant action technology from garage games that runs instant action.  All these systems have provided us browser based triple AAA style gaming fun.  It looks like that movement will continue as more and more game companies and publishers see the valid capabilities of Unity 3D to deliver when you need really deeply immersive 3d experiences in the browser. Also other systems like Torque 3D, Quake Live technology and more will be seeing this trend continue when it comes to games online. It is also becoming a choice for online web based 3d MMOs such as Fusion Fall and Marvel Super Hero Squad.

Wednesday, March 18th, 2009

The interactive space is blowing up with releases of really good iterations of software.

Just this week the iPhone 3.0 SDK was announced and available for download for developers, Unity3D 2.5 was released with a windows development capability (was previously mac only) and now Silverlight 3 is making some waves as it was released at #MIX09 (with the Moonlight open source mono version hopefully not too far behind…).

There are a few things that piqued my interest in Silverlight 3 beta notes and that is hardware acceleration on video, 3d canvas and pixel effects (unclear if these are hardware accelerated like shaders or pixel bender) similar to filters and with the possibility to write effects similar to shaders or Adobe’s Pixel Bender pbx shaders.

  • Support for Higher Quality Video & Audio. With support for native H.264/Advanced Audio Coding (AAC) Audio, live and on-demand IIS7 Smooth Streaming, full HD (720p+) playback, and an extensible decoder pipeline, Silverlight 3 brings rich, full-screen, stutter-free media experiences to the desktop. New and enhanced media features in Silverlight 3 include:
    • Live and on-demand true HD (720p+) Smooth Streaming. IIS Media Services (formerly IIS Media Pack), an integrated HTTP media delivery platform, features Smooth Streaming which dynamically detects and seamlessly switches, in real time, the video quality of a media file delivered to Silverlight based on local bandwidth and CPU conditions.
    • More format choice. In addition to native support for VC-1/WMA, Silverlight 3 now offers users native support for MPEG-4-based H.264/AAC Audio, enabling content distributors to deliver high-quality content to a wide variety of computers and devices.
    • True HD playback in full-screen. Leveraging graphics processor unit (GPU) hardware acceleration, Silverlight experiences can now be delivered in true full-screen HD (720p+).
    • Extensible media format support. With the new Raw AV pipeline, Silverlight can easily support a wide variety of third-party codecs. Audio and video can be decoded outside the runtime and rendered in Silverlight, extending format support beyond the native codecs.
    • Industry leading content protection. Silverlight DRM, Powered by PlayReady Content Protection enables protected in-browser experiences using AES encryption or Windows Media DRM.
  • Empowering Richer Experiences. Silverlight 3 contains new 3D graphics, animation features, hardware accelerated effects and text improvements that enable designers and developers to create next generation Web visuals. Additional features include:
    • Perspective 3D Graphics. Silverlight 3 allows developers and designers to apply content to a 3D plane. Users can rotate or scale live content in space without writing any additional code. Other effects include creating a queue in 3D and transitions.
    • Pixel Shader effects. These software based effects include blur and drop shadow. In addition, you can also write your own effect. Effects can be applied to any graphical content. An example would be to make a button appear depressed on rollover you could use a drop shadow effect on the pressed visual state.
    • Bitmap Caching. Silverlight 3 dramatically improves the rendering performance of applications by allowing users to cache vector content, text and controls into bitmaps. This feature is useful for background content and for content which needs to scale without making changes to its internal appearance.
    • New Bitmap API. With Silverlight 3, developers can now write pixels to a bitmap. Thus, they can build a photo editor to do red eye correction, perform edits on scanned documents or create specials effects for cached bitmaps from elements on the screen.
    • Themed application support. Developers can now theme applications by applying styles to their Silverlight 3 applications and changing them at runtime. Additionally, developers can cascade styles by basing them on each other.
    • Animation Effects. Silverlight 3 provides new effects such as spring and bounce. These make animation more natural. Developers can also now develop their own mathematical functions to describe an animation.
    • Enhanced control skinning. Silverlight 3 provides easier skinning capabilities by keeping a common set of controls external from an application. This allows the sharing of styles and control skins between different applications.
    • Improved text rendering & font support. Silverlight 3 allows far more efficient rendering and rapid animation of text. Applications also load faster by enabling the use of local fonts.
  • Improving Rich Internet Application Productivity. New features include:
    • 60+ controls with source code : Silverlight 3 is packed with over 60 high-quality, fully skinnable and customizable out-of-the-box controls such as charting and media, new layout containers such as dock and viewbox, and controls such as autocomplete, treeview and datagrid. The controls come with nine professional designed themes and the source code can be modified/recompiled or utilized as-is. Other additions include multiple selection in listbox controls, file save dialog making it easier to write files, and support for multiple page applications with navigation.
    • Deep Linking. Silverlight 3 includes support for deep linking, which enables bookmarking a page within a RIA.
    • Search Engine Optimization (SEO). Silverlight 3 enables users to solve the SEO-related challenges posed by RIAs. By utilizing business objects on the server, together with ASP.NET controls and site maps, users can automatically mirror database-driven RIA content into HTML that is easily indexed by the leading search engines.
    • Enhanced Data Support Silverlight 3 delivers:
      • Element to Element binding : UI designers use binding between two UI properties to create compelling UI experiences. Silverlight now enables property binding to CLR objects and other UI components via XAML, for instance binding a slider value to the volume control of a media player.
      • Data Forms. The Data Form control provides support for layout of fields, validation, updating and paging through data.
      • New features for data validation which automatically catch incorrect input and warn the user with built-in validation controls.
      • Support for business objects on both client and server with n-Tier data support. Easily load, sort, filter and page data with added support for working with data. Includes a new built-in CollectionView to perform a set of complex operations against server side data. A new set of .NET RIA services supports these features on the server.
    • Improved performance, through:
      • Application library caching, which reduces the size of applications by caching framework on the client in order to improve rendering performance.
      • Enhanced Deep Zoom, allows users to fluidly navigate through larger image collections by zooming.
      • Binary XML allows communication with the server to be compressed, greatly increasing the speed at which data can be exchanged.
      • Local Connection This feature allows communication between two Silverlight applications on the client-side without incurring a server roundtrip: for instance a chart in one control can communicate with a datagrid in another.
  • Advanced Accessibility Features. Silverlight 3 is the first browser plug-in to provide access to all system colors, allowing partially-sighted people to make changes such as high contrast color schemes for ease of readability by using familiar operating system controls.
  • Out of Browser Capabilities. The new out of browser experience in Silverlight 3 enables users to place their favorite Silverlight applications directly onto their PC and Mac, with links on the desktop and start menu—all without the need to download an additional runtime or browser plug-in. Further, the new experience enables Silverlight applications to work whether the computer is connected to the Internet or not—a radical improvement to the traditional Web experience. Features include:
    • Life outside the browser. Silverlight applications can now be installed to and run from the desktop as lightweight web companions. Thus, users can take their favorite Web applications with them, regardless of whether they are connected to the Internet or not.
    • Desktop shortcuts and start menu support. Silverlight applications can be stored on any PC or Mac computer’s desktop with links in the start menu and applications folder, and so are available with one-click access.
    • Safe and secure. Leveraging the security features of the .NET Framework, Silverlight applications run inside a secure sandbox with persistent isolated storage. These applications have most of the same security restrictions as traditional web apps and so can be trusted without security warnings or prompts, minimizing user interruptions.
    • Smooth installation. Because Silverlight applications are stored in a local cache and do not require extra privileges to run, the installation process is quick and efficient.
    • Auto-update. Upon launch, Silverlight applications can check for new versions on the server, and automatically update if one is found.
    • Internet connectivity detection. Silverlight applications can now detect whether they have Internet connectivity and can react intelligently including caching a users’ data until their connection is restored.

The great news is we have all major companies about software, mobile and the web are focused on interactive development. If you are an interactive developer with programming skills and design skills, this is the time.  Adobe, Microsoft, Apple, even Google with Chrome (javascript engine ineteractive focused), and others are all on development that suits needs and requires skills of people that know the interactive and web platforms and are able to develop the best solution with the best technology for that solution. The programming depth is getting deeper (Adobe’s Alchemy, Silverlight/Moonlight/Mono/C#/Unity3D) but the capabilities are growing exponentially with what you can do with these new markets.

There are so many new, emerging and re-newed market forces in interactive development that things are going to shake up a bit and there is plenty of opportunity no matter what platform you might be locked into.  However I recommend not locking yourself into one platform and exploring, but specializing in what you do best. There has never been a better time for developers looking to take the web to the next level with cooler game development visuals, more immersive virtual spaces and applications that have usabililty and design in new ways and mimic the great usable design of the iphone; for developers going mobile or specializing in web game development this is a good time to be in the game.