User Guide Volume

Total Page:16

File Type:pdf, Size:1020Kb

User Guide Volume User Guide Volume III Copyright © 2003 – Criterion Software Ltd. User Guide Contact Us Criterion Software Ltd. For general information about RenderWare Graphics e-mail [email protected]. Developer Relations For information regarding Support please email [email protected]. Sales For sales information contact: [email protected] Acknowledgements Contributors RenderWare Graphics Development and Documentation Teams The information in this document is subject to change without notice and does not represent a commitment on the part of Criterion Software Ltd. The software described in this document is furnished under a license agreement or a non- disclosure agreement. The software may be used or copied only in accordance with the terms of the agreement. It is against the law to copy the software on any medium except as specifically allowed in the license or non-disclosure agreement. No part of this manual may be reproduced or transmitted in any form or by any means for any purpose without the express written permission of Criterion Software Ltd. Copyright © 1993 - 2003 Criterion Software Ltd. All rights reserved. Canon and RenderWare are registered trademarks of Canon Inc. Nintendo is a registered trademark and NINTENDO GAMECUBE a trademark of Nintendo Co., Ltd. Microsoft is a registered trademark and Xbox is a trademark of Microsoft Corporation. PlayStation is a registered trademark of Sony Computer Entertainment Inc. All other trademark mentioned herein are the property of their respective companies. III-2 22 April 2003 Table of Contents Table of Contents Part F - Utility Libraries........................................................................................... 7 Chapter 27 - 2D Graphics Toolkits........................................................................... 9 27.1 Introduction ................................................................................................10 27.1.1 The 2D Toolkit ................................................................................ 10 27.1.2 2D Objects ..................................................................................... 10 27.1.3 The Character Set Toolkit ................................................................. 10 27.2 Using the 2D Toolkit.....................................................................................11 27.2.1 Initialization.................................................................................... 11 27.2.2 Device Abstraction........................................................................... 11 27.2.3 The Current Transformation Matrix .................................................... 12 27.2.4 Paths ............................................................................................. 13 27.2.5 Brushes.......................................................................................... 16 27.2.6 The Current Transformation Matrix .................................................... 17 27.2.7 Fonts ............................................................................................. 19 27.3 2D Objects..................................................................................................22 27.3.1 Introduction.................................................................................... 22 27.3.2 Creating Objects ............................................................................. 22 27.3.3 Adding Objects to a Scene................................................................ 25 27.3.4 Object Serialization.......................................................................... 27 27.3.5 Object Manipulation......................................................................... 27 27.3.6 Object Rendering ............................................................................ 28 27.3.7 Object Destruction........................................................................... 29 27.3.8 Objects .......................................................................................... 29 27.4 The Character Set Toolkit .............................................................................31 27.5 Font File Formats .........................................................................................33 27.6 Summary....................................................................................................37 27.6.1 2D Toolkit ...................................................................................... 37 27.6.2 Rt2dObjects.................................................................................... 38 27.6.3 Character Set Toolkit ....................................................................... 38 Chapter 28 - Maestro ............................................................................................ 39 28.1 Introduction ................................................................................................40 28.1.1 Maestro Overview............................................................................ 40 28.1.2 This document ................................................................................ 42 28.1.3 Other Resources.............................................................................. 42 28.1.4 Using the maestro1 Example ............................................................ 42 28.2 Flash and RenderWare Graphics ....................................................................44 28.2.1 Supported Features ......................................................................... 44 28.2.2 Unsupported Features ...................................................................... 45 28.3 Creating 2D Content for Use Within RenderWare Graphics ................................47 28.3.1 Publishing an SWF ........................................................................... 47 28.3.2 Elements of a User Interface............................................................. 48 RenderWare Graphics 3.5 III-3 User Guide 28.3.3 Virtual Controllers and Console Artwork ............................................. 53 28.4 Importing Flash Files into RenderWare Graphics .............................................. 55 28.4.1 Importing the SWF into RenderWare Graphics .................................... 55 28.4.2 2d Viewer....................................................................................... 56 28.5 Developing With Maestro .............................................................................. 57 28.5.1 Introduction ................................................................................... 57 28.5.2 Playback of an ANM file in RenderWare Graphics ................................. 58 28.5.3 String Labels .................................................................................. 61 28.5.4 Messages ....................................................................................... 63 28.5.5 Hooking a custom message handler................................................... 65 28.5.6 Triggering button transitions by name ............................................... 66 28.5.7 Mouse Interaction on a PC................................................................ 67 28.6 Summary ................................................................................................... 70 28.7 Appendix I – Planning a Menu System............................................................ 71 28.8 Appendix II – Naming Conventions ................................................................ 73 Chapter 29 - The User Data Plugin ........................................................................ 75 29.1 Introduction................................................................................................ 76 29.2 Plugin Features ........................................................................................... 77 29.2.1 User Data Arrays............................................................................. 77 29.3 Storing User Data ........................................................................................ 79 29.3.1 Exporters ....................................................................................... 79 29.3.2 Procedural Generation ..................................................................... 80 29.3.3 Accessing User Data ........................................................................ 81 29.3.4 Deleting User Data .......................................................................... 83 29.4 Summary ................................................................................................... 84 29.4.1 Main Properties ............................................................................... 84 29.4.2 Access functions.............................................................................. 84 29.4.3 Creation......................................................................................... 85 Part G - PowerPipe................................................................................................ 87 Chapter 30 - PowerPipe Overview......................................................................... 89 30.1 Introduction................................................................................................ 90 30.1.1 What is PowerPipe? ......................................................................... 90 30.1.2 Pipelines and Nodes......................................................................... 90 30.1.3 PowerPipe Usage in the Real World.................................................... 91 30.1.4 Other Documents
Recommended publications
  • Audio Middleware the Essential Link from Studio to Game Design
    AUDIONEXT B Y A LEX A N D E R B R A NDON Audio Middleware The Essential Link From Studio to Game Design hen I first played games such as Pac Man and GameCODA. The same is true of Renderware native audio Asteroids in the early ’80s, I was fascinated. tools. One caveat: Criterion is now owned by Electronic W While others saw a cute, beeping box, I saw Arts. The Renderware site was last updated in 2005, and something to be torn open and explored. How could many developers are scrambling to Unreal 3 due to un- these games create sounds I’d never heard before? Back certainty of Renderware’s future. Pity, it’s a pretty good then, it was transistors, followed by simple, solid-state engine. sound generators programmed with individual memory Streaming is supported, though it is not revealed how registers, machine code and dumb terminals. Now, things it is supported on next-gen consoles. What is nice is you are more complex. We’re no longer at the mercy of 8-bit, can specify whether you want a sound streamed or not or handing a sound to a programmer, and saying, “Put within CAGE Producer. GameCODA also provides the it in.” Today, game audio engineers have just as much ability to create ducking/mixing groups within CAGE. In power to create an exciting soundscape as anyone at code, this can also be taken advantage of using virtual Skywalker Ranch. (Well, okay, maybe not Randy Thom, voice channels. but close, right?) Other than SoundMAX (an older audio engine by But just as a single-channel strip on a Neve or SSL once Analog Devices and Staccato), GameCODA was the first baffled me, sound-bank manipulation can baffle your audio engine I’ve seen that uses matrix technology to average recording engineer.
    [Show full text]
  • DXF Reference
    AutoCAD 2012 DXF Reference February 2011 © 2011 Autodesk, Inc. All Rights Reserved. Except as otherwise permitted by Autodesk, Inc., this publication, or parts thereof, may not be reproduced in any form, by any method, for any purpose. Certain materials included in this publication are reprinted with the permission of the copyright holder. Trademarks The following are registered trademarks or trademarks of Autodesk, Inc., and/or its subsidiaries and/or affiliates in the USA and other countries: 3DEC (design/logo), 3December, 3December.com, 3ds Max, Algor, Alias, Alias (swirl design/logo), AliasStudio, Alias|Wavefront (design/logo), ATC, AUGI, AutoCAD, AutoCAD Learning Assistance, AutoCAD LT, AutoCAD Simulator, AutoCAD SQL Extension, AutoCAD SQL Interface, Autodesk, Autodesk Intent, Autodesk Inventor, Autodesk MapGuide, Autodesk Streamline, AutoLISP, AutoSnap, AutoSketch, AutoTrack, Backburner, Backdraft, Beast, Built with ObjectARX (logo), Burn, Buzzsaw, CAiCE, Civil 3D, Cleaner, Cleaner Central, ClearScale, Colour Warper, Combustion, Communication Specification, Constructware, Content Explorer, Dancing Baby (image), DesignCenter, Design Doctor, Designer's Toolkit, DesignKids, DesignProf, DesignServer, DesignStudio, Design Web Format, Discreet, DWF, DWG, DWG (logo), DWG Extreme, DWG TrueConvert, DWG TrueView, DXF, Ecotect, Exposure, Extending the Design Team, Face Robot, FBX, Fempro, Fire, Flame, Flare, Flint, FMDesktop, Freewheel, GDX Driver, Green Building Studio, Heads-up Design, Heidi, HumanIK, IDEA Server, i-drop, Illuminate Labs
    [Show full text]
  • Product Catalogue 2020 Contents
    PRODUCT CATALOGUE 2020 CONTENTS 04 Our Story 44 EGO Power+ Multi-Tool 08 The EGO Power+ System 56 EGO Power+ Mowers 12 EGO Power+ Warranties 64 EGO Power+ Line Trimmers & Brush Cutter 14 EGO Power+ Batteries & Chargers 72 EGO Power+ Hedge Trimmers 25 EGO Power+ vs. Petrol 78 EGO Power+ Shrub / Grass Shears 30 EGO Power+ Professional-X Range 80 EGO Power+ Chainsaws 36 EGO Power+ Professional-X Line Trimmers / Brush Cutters 86 EGO Power+ Blowers 38 EGO Power+ Professional-X Rotocut 94 EGO Power+ Accessories 40 EGO Power+ Professional-X Hedge Trimmers 99 EGO Power+ Product Features 42 EGO Power+ Professional-X Blower 2 | CONTENTS CONTENTS | 3 Challenge 2025 is our commitment to changing the future of gardening for the better. People use their tools to improve the environment around them, so why use petrol – a power source that will ultimately destroy the atmosphere? We believe that the future for outdoor power equipment is battery powered, and we want you to join us in making battery the number one choice within five short years. The time has come to take up the challenge, and together, create a cleaner, quieter and safer future. EGO is part of a global manufacturing business Our commitment to a 2-megawatt photovoltaic power station. Known as established in 1993, employing over 7,000 a greener environment ‘The Blue Roof’ the power this generates, year-on-year, OUR people and producing over 10 million units each saves the equivalent of 755 tonnes of coal, as well as year, which are sold in over 30,000 outlets in EGO’s commitment to innovation is driven by a cutting Sulphur Dioxide emissions by 50 tonnes and STORY 65 countries worldwide.
    [Show full text]
  • View the Manual
    A Important Health Warning: Photosensitive Seizures A very small percentage of people may experience a seizure when exposed to certain visual images, including flashing lights or patterns that may appear in video games. Even people with no history of seizures or epilepsy may have an undiagnosed condition that can cause “photosensitive epileptic seizures” while watching video games. Symptoms can include light-headedness, altered vision, eye or face twitching, jerking or shaking of arms or legs, disorientation, confusion, momentary loss of awareness, and loss of consciousness or convulsions that can lead to injury from falling down or striking nearby objects. Immediately stop playing and consult a doctor if you experience any of these symptoms. Parents, watch for or ask children about these symptoms—children and teenagers are more likely to experience these seizures. The risk may be reduced by being farther from the screen; using a smaller screen; playing in a well-lit room, and not playing when drowsy or fatigued. If you or any relatives have a history of seizures or epilepsy, consult a doctor before playing. © 2019 The Codemasters Software Company Limited (“Codemasters”). All rights reserved. “Codemasters”®, “EGO”®, the Codemasters logo and “Grid”® are registered trademarks owned by Codemasters. “RaceNet”™ is a trademark of Codemasters. All rights reserved. Uses Bink Video. Copyright © 1997-2019 by RAD Game Tools, Inc. Powered by Wwise © 2006 - 2019 Audiokinetic Inc. All rights reserved. Ogg Vorbis Libraries © 2019, Xiph.Org Foundation. Portions of this software are copyright ©2019 The FreeType Project (www.freetype.org). All rights reserved. All other copyrights or trademarks are the property of their respective owners and are being used under license.
    [Show full text]
  • Architecture and Implementation of the System for Serious Games in Unity 3D
    Architecture and implementation of the system for serious games in Unity 3D Master Thesis Aleksei Penzentcev Brno, May 2015 Declaration Hereby I declare, that this paper is my original authorial work, which I have worked out by my own. All sources, references and literature used or excerpted during elaboration of this work are properly cited and listed in complete reference to the due source. Aleksei Penzentcev Advisor: RNDr. Barbora Kozliková, Ph.D. ii Acknowledgement I would like to thank my supervisor RNDr. Barbora Kozliková, Ph.D. for the opportunity to participate in the project of Department of Computer Graphics and Design, for her consultation and comments during the work on the thesis. Also I would like to thank Mgr. Jiří Chmelík, Ph.D. for the technical support and leading the mother project for my thesis called Newron1 and to all people participated in this project for inspiring communication and contribution to it. 1 http://www.newron.cz iii Abstract This thesis describes a way of designing architecture for a serious game in Unity 3D environment and implementation of interaction with the game via Kinect device. The architecture is designed using event-based system which makes easier adding new components into the game including support of other devices. The thesis describes main approaches used for creation of such system. The mini-game “Tower of Hanoi” is implemented as an example of usage event-based system. iv Keywords Unity 3D, game architecture, events, C#, game, game engines, Kinect, Tower of Hanoi, gestures recognition, patterns, singleton, observer, SortedList. v Contents 1 Introduction .................................................................................................... 5 2 Overview .......................................................................................................
    [Show full text]
  • An Embeddable, High-Performance Scripting Language and Its Applications
    Lua an embeddable, high-performance scripting language and its applications Hisham Muhammad [email protected] PUC-Rio, Rio de Janeiro, Brazil IntroductionsIntroductions ● Hisham Muhammad ● PUC-Rio – University in Rio de Janeiro, Brazil ● LabLua research laboratory – founded by Roberto Ierusalimschy, Lua's chief architect ● lead developer of LuaRocks – Lua's package manager ● other open source projects: – GoboLinux, htop process monitor WhatWhat wewe willwill covercover todaytoday ● The Lua programming language – what's cool about it – how to make good uses of it ● Real-world case study – an M2M gateway and energy analytics system – making a production system highly adaptable ● Other high-profile uses of Lua – from Adobe and Angry Birds to World of Warcraft and Wikipedia Lua?Lua? ● ...is what we tend to call a "scripting language" – dynamically-typed, bytecode-compiled, garbage-collected – like Perl, Python, PHP, Ruby, JavaScript... ● What sets Lua apart? – Extremely portable: pure ANSI C – Very small: embeddable, about 180 kiB – Great for both embedded systems and for embedding into applications LuaLua isis fullyfully featuredfeatured ● All you expect from the core of a modern language – First-class functions (proper closures with lexical scoping) – Coroutines for concurrency management (also called "fibers" elsewhere) – Meta-programming mechanisms ● object-oriented ● functional programming ● procedural, "quick scripts" ToTo getget licensinglicensing outout ofof thethe wayway ● MIT License ● You are free to use it anywhere ● Free software
    [Show full text]
  • Designing Together Apart Computer Supported Collaborative Design in Architecture
    Thomas Kvan M A (Cantab), M Arch (Calif) Designing Together Apart Computer Supported Collaborative Design in Architecture Submitted for the degree of Doctor of Philosophy The Open University Milton Keynes England Discipline Design and Innovation Submitted: December 1998 Revised: June 1999 DESIGNING TOGETHER APART i ABSTRACT .................................................................................................................................. VI ACKNOWLEDGEMENTS ........................................................................................................VII PUBLISHED WORK................................................................................................................ VIII ACRONYMS................................................................................................................................. IX 1 INTRODUCTION...................................................................................................................1 1.1 PROPOSITION OF THIS THESIS..............................................................................................6 1.2 STRUCTURE OF THE THESIS.................................................................................................9 2 DESIGNING TOGETHER APART ...................................................................................10 2.1 AN OVERVIEW ..................................................................................................................12 2.1.1 Technology in practices...........................................................................................14
    [Show full text]
  • The Relations Between Perceived Parent, Coach, and Peer Created
    THE RELATIONS BETWEEN PERCEIVED PARENT, COACH, AND PEER CREATED MOTIVATIONAL CLIMATES, GOAL ORIENTATIONS, AND MENTAL TOUGHNESS IN HIGH SCHOOL VARSITY ATHLETES Nicholas M. Beck Dissertation Prepared for the Degree of DOCTOR OF PHILOSOPHY UNIVERSITY OF NORTH TEXAS August 2014 APPROVED: Trent A. Petrie, Major Professor Scott Martin, Committee Member Edward Watkins, Committee Member Camilo Ruggero, Committee Member Vicki Campbell, Chair of the Department of Psychology Mark Wardell, Dean of the Toulouse Graduate School Beck, Nicholas M. The Relations between Perceived Parent, Coach, and Peer Created Motivational Climates, Goal Orientations, and Mental Toughness in High School Varsity Athletes. Doctor of Philosophy (Counseling Psychology), August 2014, 91 pp., 3 tables, 2 figures, references, 130 titles. Determining the factors that contribute to mental toughness development in athletes has become a focus for researchers as coaches, athletes, and others extol its influence on performance success. In this study we examined a model of mental toughness development based on achievement goal theory, assessing the relations between motivational climates, goal orientations, and mental toughness. Five hundred ninety-nine varsity athletes, representing 13 different sports from six different high schools in a southwestern United States school district, participated in the study. Athletes completed self-report measures assessing parent, peer, and coach motivational climates, goal orientations, and their mental toughness. Initially, I examined the measurement model and found it fit the data well both in the exploratory (SRMR = .06; CFI = .94) and confirmatory (SRMR = .06; CFI = .95) samples. Second, the structural model was examined and found to fit the data well in both the exploratory (SRMR = .08; CFI = .93) and confirmatory samples (SRMR = .07, CFI = .95).
    [Show full text]
  • Opera Acquires Yoyo Games, Launches Opera Gaming
    Opera Acquires YoYo Games, Launches Opera Gaming January 20, 2021 - [Tuck-In] Acquisition forms the basis for Opera Gaming, a new division focused on expanding Opera's capabilities and monetization opportunities in the gaming space - Deal unites Opera GX, world's first gaming browser and popular game development engine, GameMaker - Opera GX hit 7 million MAUs in December 2020, up nearly 350% year-over-year DUNDEE, Scotland and OSLO, Norway, Jan. 20, 2021 /PRNewswire/ -- Opera (NASDAQ: OPRA), the browser developer and consumer internet brand, today announced its acquisition of YoYo Games, creator of the world's leading 2D game engine, GameMaker Studio 2, for approximately $10 million. The tuck-in acquisition represents the second building block in the foundation of Opera Gaming, a new division within Opera with global ambitions and follows the creation and rapid growth of Opera's innovative Opera GX browser, the world's first browser built specifically for gamers. Krystian Kolondra, EVP Browsers at Opera, said: "With Opera GX, Opera had adapted its proven, innovative browser tech platform to dramatically expand its footprint in gaming. We're at the brink of a shift, when more and more people start not only playing, but also creating and publishing games. GameMaker Studio2 is best-in-class game development software, and lowers the barrier to entry for anyone to start making their games and offer them across a wide range of web-supported platforms, from PCs, to, mobile iOS/Android devices, to consoles." Annette De Freitas, Head of Business Development & Strategic Partnerships, Opera Gaming, added: "Gaming is a growth area for Opera and the acquisition of YoYo Games reflects significant, sustained momentum across both of our businesses over the past year.
    [Show full text]
  • Application of Investigative Psychology to Psychodynamic
    APPLICATION OF INVESTIGATIVE PSYCHOLOGY TO PSYCHODYNAMIC AND HUMAN DEVELOPMENT THEORIES: EXAMINING TRAITS AND TYPOLOGIES OF SERIAL KILLERS BY JORDYN SMITH A thesis submitted in partial fulfillment of the requirements for the degree of Master of Arts in Forensic Psychology California Baptist University School of Behavioral Sciences 2018 i ii SCHOOL OF BEHAVIORAL SCIENCES The thesis of Jordyn Smith, “Application of Investigative Psychology to Psychodynamic and Human Development Theories: Examining Traits and Typologies of Serial Killers,” approved by her Committee, has been accepted and approved by the Faculty of the School of Behavioral Sciences, in partial fulfillment of the requirements for the degree of Master of Arts in Forensic Psychology. Thesis Committee: _____________________________ Anne-Marie Larsen, Ph.D., Associate Professor _____________________________ Jenny E. Aguilar, PsyD., Director, Assistant Professor Committee Chairperson April 27, 2018 iii DEDICATION To my husband, son and dog. Your continuous encouragement and loving support throughout my educational endeavors transformed my dreams into a reality. iv ACKNOWLEDGMENTS I would like to acknowledge Dr. Jenny Aguilar and Dr. Anne- Marie Larsen for believing in my study and having patience with my countless inquiries. I would also like to acknowledge my parents, mother-in-law and father-in-law, and sister for allowing me time to study and attend class without worrying about my son. Lastly, I would like to acknowledge California Baptist University for giving me this opportunity. v ABSTRACT OF THE THESIS Application of Investigative Psychology to Psychodynamic and Human Development Theories: Examining Traits and Typologies of Serial Killers by Jordyn Smith School of Behavioral Sciences Jenny E. Aguilar, PsyD.
    [Show full text]
  • Sensorfx Users Guide Iii Contents
    SensorFX Users Guide SensorFX Users Guide Copyright © 2017 VT MAK All rights Reserved. Printed in the United States. Portions of this document are copyright JRM Technologies. Under copyright laws, no part of this document may be copied or reproduced in any form without prior written consent of VT MAK. VR-Exchange™, VR-Vantage™. DI-Guy™, and DI-Guy Scenario™ are trade- marks of VT MAK. MÄK Technologies®, VR-Forces®, RTIspy®, B-HAVE®, and VR-Link® are registered trademarks of VT MAK. GL Studio® is a registered trademark of The DiSTI® Corporation. Portions of this software use SpeedTree® RT technology (©2008 Interactive Data Visualization, Inc.). SpeedTree® is a registered trademark of Interactive Data Visual- ization, Inc. All rights reserved. SilverLining™ is a trademark of Sundog Software. All other trademarks are owned by their respective companies. VT MAK 150 Cambridge Park Drive, 3rd Floor Cambridge, MA 02140 USA Voice: 617-876-8085 Fax: 617-876-9208 [email protected] www.mak.com Revision VRV-2.2-11-170307 Contents Preface MAK Products ............................................................................................ v How to Contact Us .................................................................................. viii Document Conventions ............................................................................. ix DI-Guy Conventions ........................................................................... x Mouse Button Naming Conventions.................................................... x Third Party Licenses ...................................................................................
    [Show full text]
  • Evaluating Game Technologies for Training Dan Fu, Randy Jensen Elizabeth Hinkelman Stottler Henke Associates, Inc
    Appears in Proceedings of the 2008 IEEE Aerospace Conference, Big Sky, Montana. Evaluating Game Technologies for Training Dan Fu, Randy Jensen Elizabeth Hinkelman Stottler Henke Associates, Inc. Galactic Village Games, Inc. 951 Mariners Island Blvd., Suite 360 119 Drum Hill Rd., Suite 323 San Mateo, CA 94404 Chelmsford, MA 01824 650-931-2700 978-692-4284 {fu,jensen}@stottlerhenke.com [email protected] Abstract —In recent years, videogame technologies have Given that pre-existing software can enable rapid, cost- become more popular for military and government training effective game development with potential reuse of content purposes. There now exists a multitude of technology for training applications, we discuss a first step towards choices for training developers. Unfortunately, there is no structuring the space of technology platforms with respect standard set of criteria by which a given technology can be to training goals. The point of this work isn’t so much to evaluated. In this paper we report on initial steps taken espouse a leading brand as it is to clarify issues when towards the evaluation of technology with respect to considering a given piece of technology. Towards this end, training needs. We describe the training process, we report the results of an investigation into leveraging characterize the space of technology solutions, review a game technologies for training. We describe the training representative sample of platforms, and introduce process, outline ways of creating simulation behavior, evaluation criteria. characterize the space of technology solutions, review a representative sample of platforms, and introduce TABLE OF CONTENTS evaluation criteria. 1. INTRODUCTION ......................................................1 2.
    [Show full text]