------

[ AD ] Port Monitor ( Try to use a Best WebSite Monitoring Tool )

------

HelloWorld -- Rokon Game Engine

로콘 게임 엔진 맛보기 1 탄
메인 액티비티(안드로이드 메인 행동^^)
public class MainActivity  extends RokonActivity {
	
    public static final float GAME_WIDTH = 480f;
    public static final float GAME_HEIGHT = 320f;

    private GameScene scene;

    public void onCreate() {
    	/**
    	 * Just tells rokon to go into debug mode (duh), 
    	 * what that means is that it will print out 
    	 * your current FPS and your own Debug.print() calls.
    	 */
        debugMode();
        /**
         * This basically forces the game to go into fullscreen 
         * and landscape mode (this is of course optional).
         * (note that you can also replace it with ‘forcePortrait()’)
         */
        forceFullscreen();
        forceLandscape(); // or forcePortrait() 
        /**
         * Here we set the size of the game screen, 
         * if it is smaller or larger than 
         * the actual device it is run on, 
         * it will scale up or down to match it.
         */
        setGameSize(GAME_WIDTH, GAME_HEIGHT);
        /**
         * This will make Rokon use VBO’s when drawing 
         * (if the device supports it).
         * This is good because drawing VBO's is 
         * faster than normal rendering.
         */
        setDrawPriority(DrawPriority.PRIORITY_VBO);
        /**
         * This will set Rokon to look for graphics 
         * in that folder (in this case 'assets/textures/').
         */
        setGraphicsPath("textures/");
        createEngine();
    }

    /**
     * ‘onLoadComplete()’ will be called 
     * when the engine has been successfully created.
     * So we’ll make it load all your textures 
     * with ‘Textures.load()’ and then setup your game scene:
     */
    public void onLoadComplete() {
        Textures.load();
        scene = new GameScene();
        setScene(scene);
    }

}

텍스처
public class Textures {
	/**
	 * TextureAtlas : 텍스처들의 관리자
	 * 
	 * This will create a new texture atlas, 
	 * this is basically just a holder for textures.
	 * 
	 * If you have many textures you might want to use more than 
	 * one atlas to not overload the hardware.
	 * 
	 * (note however that it’s recommended to use 
	 * only one atlas at a time, 
	 * therefore you shouldn’t use textures from 
	 * two different atlases in the same scene/map/whatever)

	 */
	public static TextureAtlas atlas;
	public static Texture background;
	public static void load() {
		// TODO Auto-generated method stub
		
		//TextureAtlas 
		atlas = new TextureAtlas();
		
		/**
		 * Here we’ll add the background texture to our atlas.
		 * (note that it’s recommended to add the textures 
		 * in order of size, ie add the biggest one first, 
		 * and the smallest one last)

		 */
		background = new Texture("background.png");
		atlas.insert( background );
		/**
		 * 
		 * This marks the atlas as complete, meaning that after you call this, 
		 * you cannot add any more textures to the atlas.

		 */
		atlas.complete();
	}

}

게임화면
public class GameScene extends Scene {
	
	private FixedBackground background;

	public GameScene() {
		super();
		// TODO Auto-generated constructor stub
		background = new FixedBackground(Textures.background);
		setBackground(background);
	}

	

	@Override
	public void onGameLoop() {
		// TODO Auto-generated method stub
		
		
	}

	@Override
	public void onPause() {
		// TODO Auto-generated method stub

	}

	@Override
	public void onReady() {
		// TODO Auto-generated method stub

	}

	@Override
	public void onResume() {
		// TODO Auto-generated method stub

	}

}

http://www.rokonandroid.com/
http://code.google.com/p/rokon/

안드로이드 2d 오픈GL 공개 엔진 게임

With the help of libgdx and Box2D we bring you a full, detailed physics engine written in native code.


소스 다운로드
You can find the downloads of the source code and the compiled library here.


안드로이드 게임 엔진 ROKON - Hello World

안드로이드 게임 엔진 ROKON - Using Sprites


안드로이드 게임 엔진 ROKON - Using Touch Input

안드로이드 게임 엔진 ROKON - Using Modifiers



This tutorial will explain how to set up a project with Rokon.

 

We're going to assume that you are using Eclipse on Windows, and have installed (and are vaguely familiar with) the ADT plugin. If you are not, please go here and follow instructions first.

 

  1. Download the latest version of Rokon from here, you only need the library itself [rokon_lib_x-y-z.zip]

  2. Open Eclipse to whatever workspace you are familiar with, make sure you know where the folders are on your hard drive

  3. Create a new Android Project, target whatever build you would like, Rokon supports everything from 1.5

  4. Open up the project folder in Explorer, that is, the one that holds AndroidManifest.xml

  5. Create a new directory in here, libs

  6. Unzip rokon_lib_x-y-z.zip into the new libs directory

  7. Refresh the Package Explorer (by right clicking and choosing Refresh, or pressing F5)

  8. Verify that rokon_x-y-z.jar and the other files are are in the right location.



  9. Add rokon_x-y-z.jar to your Build Path (by right clicking the file and choosing Build Path > Add to Build Path) The file should now appear in Referenced Libraries

    The Package Explorer, after Rokon libraries have been included in the Build Path
Now you're all ready to go! Don't forget your Shift+Alt+O shortcut to automate all the imports, and enjoy!

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화면 사이즈가 다르다 ~~~~ 헐

GLSurfaceView.Renderer

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 onSurfaceChanged (width, height)=(533,295)

09-29 09:59:06.290: DEBUG/AAAAAAAAAAAAAAA(6615):

 onSurfaceChanged (width, height)=(320,508)

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Learning the Interface

First Launch

Let's begin learning Unity. (유니티를 배우기를 시작합시다.)
If you have not yet opened Unity, (유니티를 열지 않았다면)
you can find it inside 시작->프로그램->Unity on Windows, or Applications->Unity on Mac. The Unity Editor will appear.
Take your time to look over the Unity Editor interface and familiarize yourself with it.
The Main Editor Window(메인 편집 윈도우) is made up of several Tabbed Windows(몇개의 탭 윈도우로 구성되는),
called Views(뷰라고 불리는).
There are several types of Views in Unity, each with a specific purpose.
(유니티에는 몇가지 유형의 뷰가 있다, 각각 특정한 목적을 가지고 있다)


Project View


Hierarchy
Scene View
Game View
Inspector

Other Views

The Views described on this page covers the basics of the interface in Unity. The other Views in Unity are described elsewhere on separate pages:

  • The Console shows logs of messages, warnings, and errors.
  • The Animation View can be used to animate objects in the scene.
  • The Profiler can be used to investigate and find the performance bottle-necks in your game.
    프로필러는 게임에서 조사하고 속도 병목을 찾는데 사용될 수 있다
  • The Asset Server View can be used to manage version control of the project using Unity's Asset Server.
  • The Lightmapping View can be used to manage lightmaps using Unity's built-in lightmapping.
  • The Occlusion Culling View can be used to manage Occlusion Culling for improved performance.

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비디오 게임을 만드는 방법 [unity 3d 기초 ] 파트 1
How To Make A Video Game [Unity3D Basics] Part 1

How To Make A Video Game [Unity3D Basics Tutorial] Part 1.
This series shows you how to make a game in Unity3D.
It allows you to make games for iPhone, Wii, Mac, PC & Browser.

Unity, in my opinion, is the best game engine this side of a million dollars.
 It's fast, understandable, reliable and the Indie version is free.

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3D
Unity / UnityPro / Android Pro / iOS / iOS Pro
Unity Web Player 받기

3D 웹 플레이어...




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private String delHtmlTag(String param){
           Pattern p = Pattern.compile("\\<(\\/?)(\\w+)*([^<>]*)>");
           Matcher m = p.matcher(param);
           param = m.replaceAll("").trim();
           //logger.debug("변환후: " + param);
           return param;
    } 



    Usage: delHtmlTag("<b>aaaa</b>");

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http://www.inven.co.kr/webzine/news/?news=30717


이나무가 개발중인 ‘프로젝트 WONG1997’(이하 왕 프로젝트)의 장르는 굳이 이름을 붙이자면 생활개선게임. 게임을 하면서 건강한 생활습관을 기를 수 있기 때문이랍니다. 예를 들어 소화기 장애가 있는 사자의 병을 고치려면 플레이어가 현실세계에서 자극적인 음식을 피하고 균형 잡힌 식사를 해야 한다고 합니다.



게임 외

    환자와 의사가 소셜 네트워크를 이용해 환자의 상태를 모니터링하고  이상이 있을때 즉시 조치를 취할 수 있는 서비스
    --- 대학병원 뇌심혈관센터와 공동으로 개발중
    --- 건강 + 소셜 네트워크 서비스

    병원을 무서워하는 유아들을 위한 의료기구 개발
    --- 청진기를 무서워하는 아이에게 와이파이와 청진기가 내장된 곰 인형을 주고 청진할 수 있게 하거나
    --- 입 속을 검사할때 쓰는 압설자에는 사탕을 달아서 거부감을 없앰 
    --- 재미 + 건강  


Fun Theory

    계단을 피아노 건반처럼 꾸며 발로 밟을때 소리가 나게 만들었더니 좀 더 많은 사람들이 계단을 이용

    쓰레기를 버리면 소리가 나는 쓰레기통을 설치 했더니 주변이 깨끗해지더라

    : 즐거움을 줌으로써 사람의 행동을 변화 시킬 수 있다
Standard ECMA-262
ECMAScript Language Specification

5th edition (December 2009)

http://www.ecma-international.org/publications/standards/Ecma-262-arch.htm

Brief History

This ECMA Standard is based on several originating technologies, the most well-known being JavaScript (Netscape
Communications) and Jscript (Microsoft Corporation).

The language was invented by Brendan Eich at Netscape and
first appeared in that company’s Navigator 2.0 browser.

 It has appeared in all subsequent browsers from Netscape
and in all browsers from Microsoft starting with Internet Explorer 3.0.

The development of this Standard started in November 1996.
The first edition of this ECMA Standard was adopted
by the ECMA General Assembly of June 1997.

That ECMA Standard was submitted to ISO/IEC JTC 1 for adoption under the fast-track procedure, and approved as
international standard ISO/IEC 16262, in April 1998.

The ECMA General Assembly of June 1998 has approved the
second edition of ECMA-262 to keep it fully aligned with ISO/IEC 16262.

Changes from the first edition are editorial in nature.
The work on standardization of the language continues to support regular expressions, richer control statements and
better string handling, in addition to the core language standardized in the first two editions of the ECMA Standard.
These features and others, such as try/catch exception handling and better internationalization facilities, are being
documented in anticipation of the third edition of the standard about the end of 1999 which will contain the second
version of the language.
This

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