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]
