Archive for the ‘Architectures’ Category

What is User experience

October 14th, 2011 by aabhaanjan

What is User experience ?

User experience (UX) is about how a person feels about using a product, system or service. It is a process. In order to create a great experience for the users. It needs iteration. It should not be a rigid process, but it does need to exist with the product.

The Key questions comes with it

a)is it Useful? : The biggest question is the product which you are developing is how much useful for the user ?. The product should not be just a product what the manager wanted. The dveleoper or designer should have the creativity to make it useful. If the product is not useful for the target market it will be just the wastage of money and time.

b)is it Usable ?. These days human and computer interaction is growing fastly and in other words we can say it is now more practical.So we need to design and develop our product which makes User comfortable.

c)is it Desirable ?.One more parameter is how much it is desirable ? are we forcing things on the product or it is actually desirable.

d)is it Findable ?. We must design our product , keeping one eye on the findable navigation.

e)is it Accessible ?. The most important thing is the developed product will be accesible by everyone or how much percentage of target market. If it is going to be accessible by only 10% of target audiance then again it is wastage of effort.

f)is it Credible ?. Many things for the UX depends on the design element. What we are presenting and how much it is giving a feeling of trust to the user.

g)is it Valuable ?. With the customer satisfaction how much our product is valuable for the investors,Sponser thats is part of our UX.

we will have more articles on UX soon. Keep reading 🙂

Working with Citrus Engine

December 10th, 2010 by aabhaanjan

While working on a platform game  I came on contact of Citrus Engine. The engine is really good and best part is it provides an Editor kind of Level Architect  developed in Adobe AIR. The engine has used Box2d and other physics in a great way.

The process is very simple :

Install the Level Architect  .

Start the Editor

On clicking Level Architect you will get a window shown below

Citrus_Engine

The window have following menus :

New Level : for creating New Level.

Citrus_Engine_New_level

Open Level : for accessing existing layer.

Citrus_Engine_Save_level

Save Level : it will save the level in XML format.

The major functionalities of this editor is handled by right click. On right click you will get many options to create Platform, Hero,etc with their  own properties.

Citrus_Engine_Options

In below diagram on right click we are getting these options. Using these options we can create our game. Like here I have created . I have used one platform and one MovingPlatform and a Hero.

Citrus_game_paltform

Will move in next tutorial of  Citrus soon 🙂

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Pure MVC

March 4th, 2010 by

Generally we find that an application starts with a defined architecture like (MVC, Abstracts etc.) But when it reaches to its final stage, it loses its defined architecture and become a mixture J. To avoid this in current scenario ,most projects are using some kind of framework  as  a set standard.

framework will provide the following benefits:

  • Help build complex applications faster
  • Support code reuse
  • Support maintainability and extensibility

Either framework will help you build modular, loosely-coupled applications using consistent methodologies that are founded on the well-known MVC pattern. However, there are also some significant differences in the frameworks.

PureMVC is a lightweight framework for creating applications based upon the classic Model, View and Controller concept. Based upon proven design patterns, this free, open source framework which was originally implemented in the ActionScript 3 language for use with Adobe Flex, Flash and AIR, has now been ported to nearly all major development platforms.

Implementation:

  1. Standard Version
  2. MultiCore version

Two big established frameworks are ARP and Cairngorm (for Flex), and there are a bunch of other less well known frameworks, lots of which are available from OSFlash

Communication between object is mostly done using PureMVC’s own Notification system rather than AS3 Events – this seems an odd design decision, but now that PureMVC is being ported to a whole host of different languages which do not support AS3 Events (Ruby, Python, HaXe, etc) this makes sense.

Why PureMVC ??:

  1. 1. Agility : Change data handling or Interface without effecting others
  2. 2. Reusability : View Components and Data Model
  3. 3. Clarity : Best Practice for Complicated application.

PureMVC Goals :

1.Light weight framework for creating application in Action Script 3.0

2.  No dependency on Flex, Flash or AIR

3. Reduce confusion by defining best practices for class roles, Responsibilities and Collaborations.

4. Hide complexity from the Developer.

PureMVC  vs. Cairngorm

One key difference is that PureMVC is not tied to Flex or even ActionScript. The advantage of this that PureMVC can be used for other languages, and in fact has been ported to eleven different languages to date. The disadvantage of this is that PureMVC does not leverage native Flex features; for example, rather than using Flex binding or the native Flex event delegation model, PureMVC uses its own publish/subscribe notification system.

On the other hand, Cairngorm relies too much on Flex binding, and does not provide another way of notifying the view when a relevant event has occurred in the controller or when the model has been updated. For this reason, many experienced Cairngorm developers dispatch Cairngorm events from Commands and listen for these events in the view components – something which Adobe’s training material explicitly discourages.

Another issue with Cairngorm is that it encourages the proliferation of small classes containing boilerplate code (i.e. events and commands). While developers have found various ways around this, most of these workarounds are – again – expressly discouraged by the Cairngorm documentation and training materials.

It might be argued that the framework can’t be blamed for the fact that people misuse it. On the other hand, it could also be argued that if even experienced, senior-level developers find it too onerous to manage without making some illicit modifications, then perhaps the framework has some room for improvement.

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Unity 3D Game

March 4th, 2010 by

During my experiment for a 3D game  I found Unity3D. Let me share some facts about the Unity3D.

It’s not only how fast the 3D rendering is. Unity3D has a very intuitive interface organized around a simple and clear concept.

Unity is a multiplatform game development tool, designed from the start to ease creation. A fully integrated professional application.

Something more about Unity 3D I got from Its website and other sources :

  1. 1. Scripting language:

Unity supports three scripting languages: JavaScript, C#, and a dialect of Python called Boo. All three are equally fast and interoperate. All three can use the underlying .NET libraries which support databases, regular expressions, XML, file access and networking.

  1. 2. NET based

Game logic runs on the Open Source .NET platform, Mono.

  1. 3. Java Script

Unity’s JavaScript implementation JIT-compiles to native machine code. It runs 20x faster than      Flash or Director based JavaScript, and the same speed as C# and Boo.

4. SCOPE for Multiplayer games

Create real-time networked multiplayer functionality. Unity supports all networking needs out of the box with little learning and even less effort.

  1. 1. Web Browser Integration

When running in a web browser, the deployed Web Player can communicate seamlessly with the container web page. That way you get javascript communication and full AJAX capabilities.

  1. 2. Backend Connectivity

.NET socket libraries can be used for real-time networking, by opening TCP/IP sockets or sending UDP messages. They also make speaking XML easy, and can connect to ODBC database connections.

  1. 3. Advanced Physics

  1. 4. Fully Integrated Editor

This integration allows the Editor to do everything a published game can do. The simple, visual, and intuitive nature of the Editor makes building games fun again.

  1. 5. Graphical Fidelity

Unity has a highly optimized graphics pipeline for both DirectX and OpenGL. Animated meshes, particle systems, advanced lighting and shadows, all will run blazing fast.

  1. 6. Supported File format

All major tools and file formats are supported, any art application can be used with Unity.

  1. 7. Web Deployment

Unity-made games can be played inside a web browser thanks to the Unity Web Player Plug-in. The plug-in download is small (about 3 MB), auto-installs without a browser restart, and already has a 8-digit distribution. It works on all modern browsers including Internet Explorer, Firefox, Safari, and most Mozilla-based browsers

  1. 8. iPhone publishing

9. Shadow & Light

Unity’s provides a highly optimized lighting system with realtime shadows and baked lightmaps. Use    shadow and light to great effect, without worrying about the gritty technical details.

10. Supported File format

All major tools and file formats are supported, any art application can be used with Unity.

11. Web Deployment

Unity-made games can be played inside a web browser thanks to the Unity Web Player Plug-in. The plug-in download is small (about 3 MB), auto-installs without a browser restart, and already has a 8-digit distribution. It works on all modern browsers including Internet Explorer, Firefox, Safari, and most Mozilla-based browsers


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