I did something like this on an iPhone / Facebook game and it now has a
middleware solution which is to be released. We set up a Render server on a
couple of Amazon EC2 machines, stored the images on S3 and Cloudfront. The
render server ran a windows exe with a software renderer to create the
images. Not quite what you are doing, but the whole process is similar.

The game would just down load the 8 directional sprites for the different
animations. The view was isometric, so the game worked nicely.

Phil

On Tue, Nov 16, 2010 at 10:55 AM, masterkitano <[email protected]> wrote:

> thats really a good idea, and in fact I already kind of tought about
> it, but I just got stucked on the saving part, since it must save not
> just a single bitmap, but a complete set of animations. is there a way
> to save something like a persitent Sprite ?
>
> On 16 nov, 11:56, Darcey Lloyd <[email protected]> wrote:
> > Not sure if this is what you want?
> >
> > At model configuration time (user avatar creation) - when they hit save,
> > create a bitmap of their avatar and send that to the server to upload or
> if
> > each user has a user profile, 2 options:
> >
> > 1. If each user has data and files associated with their user id, I
> usually
> > create a folder on the server for each user in this case and save
> relevant
> > files to their folder. So for you this would be save a jpg of their
> avatar
> > here then you can either store a db reference to the file or simply use a
> > path using their user id and ensure that avatar.jpg is a fixed file name
> so
> > it can be hardcoded or entered into a variables include.
> >
> > 2. If each user doesn't have data stored on the server and no folders etc
> to
> > speak of to store data then you could just bump the data into the db.
> (Blob
> > datatype for MySQL, cant remember SQL Servers datatype, may be the same,
> but
> > I always go for a physical file).
> >
> > D
> >
> > On 16 November 2010 17:45, masterkitano <[email protected]> wrote:
> >
> > > @Liam Jones, the main problem on this, is that each model is
> > > customizable by the user, the user can set the model shirt, shoes,
> > > hair etc. so each model is diferent. I cant figure out how to pre
> > > render them :S.
> >
> > > @Michael lv, what do yo mean by directional sprites? because I thought
> > > for instance to render the models from 3dmax, in fact thats what we do
> > > with furniture
> > > and static objects such as chairs, tables etc. the problem with the
> > > avatar model is that is composed by body parts and each body part can
> > > change, so I can't pre render since it is diferent for each user.
> >
> > > On 16 nov, 07:53, Michael Iv <[email protected]> wrote:
> > > > Make them directional sprites .This way they will look 3d but fill
> not
> > > get
> > > > the performance down.
> >
> > > > On Tue, Nov 16, 2010 at 3:35 PM, Liam Jones <[email protected]>
> wrote:
> > > > > How are the models animated? I'm just thinking that, if you want to
> > > > > send a 2D representation of their rendering to the other clients,
> > > > > would it not be more efficacious to simply pre-render all of the 3d
> > > > > models yourself and have them handled as bitmaps or movies within
> the
> > > > > application? If the animations it performs are predictable, you
> could
> > > > > pre-render the animations too.
> >
> > > > > However, I'm guessing that you have already thought of that.
> >
> > > > > Have you already created a method by which the 3d models are turned
> > > > > into bitmaps?
> >
> > > > --
> > > > Michael Ivanov ,Programmer
> > > > Neurotech Solutions Ltd.
> > > > Flex|Air
> > > |3D|Unity|www.neurotechresearch.comhttp://blog.alladvanced.nethttp://
> > >www.meetup.com/GO3D-Games-Opensource-3D/
> > > > Tel:054-4962254
> > > > [email protected]
> > > > [email protected]
>



-- 
Phil Harvey
[email protected]
AIM: filrv
ICQ: 354535
GTalk: [email protected]

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