Re: [qooxdoo-devel] Browser games like Lord of Ultima

2010-07-14 Thread Kornmann, Ralf
I might help here as I was the technical lead for frontend development of LoU.

qooxdoo is used for all the UI elements. If you want to build a JavaScript RIA 
you need a UI framework. While most JavaScript frameworks are build to improve 
regular webpage's we had the felling the qooxdoo was build with RIAs in mind.

The city/region view (we call it playable area) is build up with native HTML 
DIVs. While I had preferred to use canvas it was not possible because a huge 
amount of our customer base still uses IE 7 and 8. You are mostly right about 
the city view. The mouse interaction works a little bit different. There are 
additional full transparent divs on top of everything as hot zones.

The region is somewhat tricky. There is a very large DIV and we add and remove 
individual DIVs based on the current offset. The content for these DIVs is 
fetched from the server.

So overall the playable area itself doesn't make use of qooxdoo but the UI 
(which was the larger part of the project) makes heavy use of it.

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Re: [qooxdoo-devel] Browser games like Lord of Ultima

2010-07-13 Thread MartinWittemann

Hey,
I didn't take that close of a look at the game to give some details.
Especially because I have not seen the source code if it. But I can tell you
some benefits you would get from using qooxdoo a game.

1. You get the OOP qooxdoo offers which is something I really recommend for
medium or huge size applications.
2. You get the browser abstraction when it comes to events.
3. You can use the default controls like buttons, windows, toolbars, ... and
style them the way you like. 
4. When it comes to the main game view, you can most likely use the qooxdoo
layouting queue to reduce the amount of DOM operations (if you don't use
canvas).
5. You get the tooling qooxdoo offers which includes a couple of
optimizations for you code in the build process.

So I guess the main thing you can expect from a library in that case is the
infrastructure and some common UI controls. When it comes to the main game
view, I doubt that you find support for that in any library.

I have another link for you if you plan to use verctor graphics:
http://raphaeljs.com/

Regards,
Martin


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Re: [qooxdoo-devel] Browser games like Lord of Ultima

2010-07-13 Thread mithra4096

Sorry for the appearance of a drive-by; lot of info to assimilate here.

I'm not yet exactly clear what Qooxdoo offers browser game development in
the graphics department over what is natively offered by JavaScript.  I
guess I need someone familiar with Qooxdoo to triage my requirements and
tell me whether or not Qooxdoo has anything I need for graphics or
asynchronous code, or if I should flatly not use it.  For all I know EA just
used it in LoU for some obscure feature not related to graphics.

I took a look at that Aves game engine and it almost looks like it
constrains you to an isometric game in order to use their editor.  So far
just using canvases looks pretty promising, even though that seems to cut
out IE users until version 9 ( I can live with that ).

So uhm Martin, you took a look at LoU obviously.. why do you think they'd
use Qooxdoo for this product?  And what do you think, minimally is happening
in the main game window?  The City view looks like a 23x23 tile grid, which
I guess consists of 529+ individual terrain objects plus layering, and based
on mouse interaction they're just adjusting the offsets of all these
objects.

On the other hand the Region view seems to scroll on and on.. so maybe
they're changing the reference image of each object, as the user scrolls,
while in code they roughly keep the same 529 tiles/objects in the view?
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Re: [qooxdoo-devel] Browser games like Lord of Ultima

2010-07-13 Thread MartinWittemann

Hey,

looks like they are using a whole bunch of images to render that main
playarea. So its no canvas, its plain old div / png rendering.

Regards,
Martin
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Re: [qooxdoo-devel] Browser games like Lord of Ultima

2010-07-13 Thread thron7
Martin,

can you say something how the main window of LoU is realized, to support
click-and-drag? Is it a canvas?

T.

On 07/13/2010 09:20 AM, MartinWittemann wrote:
> 
> Hi,
> 
> I have to admit, I am not into the topic of building games in the browser
> and I was quite surprised to see a qooxdoo based browser game. So your guess
> was right that qooxdoo is not mainly used for these kinds of apps.
> 
> But I know a good resource of ideas which may be interesting. Have you ever
> heard of the Aves game engine [1]? Maybe you could have a look how they are
> doing things to get some ideas.
> 
> The thing you explained with the multiple images sounds like combined images
> to me. We have support for that in qooxdoo build in. Just take a look at the
> documentation [2] of that feature to get an idea if thats maybe something
> you can use.
> 
> Regards,
> Martin
> 
> [1] http://www.dextrose.com/en/projects/aves-engine
> [2] 
> http://qooxdoo.org/documentation/1.1/image_clipping_and_combining?s=combined%20images

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Re: [qooxdoo-devel] Browser games like Lord of Ultima

2010-07-13 Thread MartinWittemann

Hi,

I have to admit, I am not into the topic of building games in the browser
and I was quite surprised to see a qooxdoo based browser game. So your guess
was right that qooxdoo is not mainly used for these kinds of apps.

But I know a good resource of ideas which may be interesting. Have you ever
heard of the Aves game engine [1]? Maybe you could have a look how they are
doing things to get some ideas.

The thing you explained with the multiple images sounds like combined images
to me. We have support for that in qooxdoo build in. Just take a look at the
documentation [2] of that feature to get an idea if thats maybe something
you can use.

Regards,
Martin

[1] http://www.dextrose.com/en/projects/aves-engine
[2] http://qooxdoo.org/documentation/1.1/image_clipping_and_combining?s=combined%20images
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