Archive for March, 2010

SmartFox server Chapter- 01-Inroduction and Installation

March 21st, 2010 by admin | No Comments | Filed in Inroduction and Installation, SmartFox Server

Starting with SmartFox Server after its Installation :

Go to Program files then SmartFoxServerPro_1.6.6 you will see list of items of Smartfox

Admin : From where you can handle all the events and can see the server status.

Docs: Where you can find the documents of Smartfox , you can find here all the detail and

Helpful  material.

Server :  From where you can edit and Install/Uninstall Services.

ServerDetail

Examples : A lot of examples are stored here . J

Flash API : API of AS2.0  and AS 3.0 are stored here.

How to change the IP

Open Edit Config as per given figure :

Server Config

After opening config you can change the IP as example given below.

change IP

Changing the admin login and password .

change password

Opening Admin panel: When you will open the admin  panel you will be able to see login credential fields , where by entering correct Username and password you will be able to enter into the admin panel.

AdminPanel

OpenedAdminPanel

Inside the admin panel you will be able to see below mentioned figure. It have various components .

InsideTheadminPanel

Zone browser :

It will show all the created  zones and associated rooms detail.

ZoneLevelDetail

Ban Manager : From where you can see the Banned User and IP details.

bannedUserDetail

Logs : Here you will find all the  written record of messages sent or received and activity done by the

User.

logDetail

Extension manager :

Here you can see and edit all used extensions .

ExtensionDetail

Keep watching coming soon , with next chapter :)

Next Chapter

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Pure MVC

March 4th, 2010 by | 2 Comments | Filed in Architectures

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 | 3 Comments | Filed in Architectures

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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