Re: [qooxdoo-devel] Browser games like Lord of Ultima
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. -- This SF.net email is sponsored by Sprint What will you do first with EVO, the first 4G phone? Visit sprint.com/first -- http://p.sf.net/sfu/sprint-com-first ___ qooxdoo-devel mailing list [email protected] https://lists.sourceforge.net/lists/listinfo/qooxdoo-devel
Re: [qooxdoo-devel] Browser games like Lord of Ultima
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 -- View this message in context: http://qooxdoo.678.n2.nabble.com/Browser-games-like-Lord-of-Ultima-tp5285642p5291273.html Sent from the qooxdoo mailing list archive at Nabble.com. -- This SF.net email is sponsored by Sprint What will you do first with EVO, the first 4G phone? Visit sprint.com/first -- http://p.sf.net/sfu/sprint-com-first ___ qooxdoo-devel mailing list [email protected] https://lists.sourceforge.net/lists/listinfo/qooxdoo-devel
Re: [qooxdoo-devel] Browser games like Lord of Ultima
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? -- View this message in context: http://qooxdoo.678.n2.nabble.com/Browser-games-like-Lord-of-Ultima-tp5285642p5291215.html Sent from the qooxdoo mailing list archive at Nabble.com. -- This SF.net email is sponsored by Sprint What will you do first with EVO, the first 4G phone? Visit sprint.com/first -- http://p.sf.net/sfu/sprint-com-first ___ qooxdoo-devel mailing list [email protected] https://lists.sourceforge.net/lists/listinfo/qooxdoo-devel
Re: [qooxdoo-devel] Browser games like Lord of Ultima
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 -- View this message in context: http://qooxdoo.678.n2.nabble.com/Browser-games-like-Lord-of-Ultima-tp5285642p5286359.html Sent from the qooxdoo mailing list archive at Nabble.com. -- This SF.net email is sponsored by Sprint What will you do first with EVO, the first 4G phone? Visit sprint.com/first -- http://p.sf.net/sfu/sprint-com-first ___ qooxdoo-devel mailing list [email protected] https://lists.sourceforge.net/lists/listinfo/qooxdoo-devel
Re: [qooxdoo-devel] Browser games like Lord of Ultima
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 -- This SF.net email is sponsored by Sprint What will you do first with EVO, the first 4G phone? Visit sprint.com/first -- http://p.sf.net/sfu/sprint-com-first ___ qooxdoo-devel mailing list [email protected] https://lists.sourceforge.net/lists/listinfo/qooxdoo-devel
Re: [qooxdoo-devel] Browser games like Lord of Ultima
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 -- View this message in context: http://qooxdoo.678.n2.nabble.com/Browser-games-like-Lord-of-Ultima-tp5285642p5286288.html Sent from the qooxdoo mailing list archive at Nabble.com. -- This SF.net email is sponsored by Sprint What will you do first with EVO, the first 4G phone? Visit sprint.com/first -- http://p.sf.net/sfu/sprint-com-first ___ qooxdoo-devel mailing list [email protected] https://lists.sourceforge.net/lists/listinfo/qooxdoo-devel
