Kivy Blender Animation - blender

I've got a blended ocean that I want to animate in a Kivy program. Are there other methods of producing the animation aside from getting a bunch of frames and then making a sequential image out of the frame?

You probably need to just create an image animation sequence - either a series of PNGs or an animated GIF - and if the sequence is static, this is generally the best option anyway. However, you could look at tshirtman's ddd garden module, which handles 3d rendering in Kivy, and see if it does what you need.

Related

Better way of defining several clickable area in a single large image in Corona SDK

I have a large image background with several areas or objects in the images which can be clicked and an event is triggered. The method I'm currently using to accomplish this is by slicing the images of objects and area and positioning them over the background image and assigning a click handler to them.
This works for the moment but I feel that there should be a better way of doing this. One way I thought and tried is to fill the sliced images with black or white, position them over the background image, make their opacity 0, make them hit testable and assign a click handler.
Does this method have advantage over the previous one? Does making an image object transparent use less texture memory or is it the same?
And are there other better ways to do so? My main objective is about making the game use less texture memory and cutting the overall project file size by using less of those sliced images.
Use display.newRect/newCircle to mark down area, make them transparent and hit testable.
This should be more efficient than using images.

Cocoa 2D graphics: Quartz, Core Image or Core Animation?

I have been reading for several hours now documentation about drawing two dimensional graphics in a objective-c cocoa application. There appears to be several different technologies all specific to certain tasks. My understanding is that the following technologies do the following things. Please correct me if I'm wrong.
Quartz 2D: The primary library for drawing shapes, text, and images to the screen.
Core Graphics: this is the name of the framework that contains Quartz. This can be used as a synonym for Quartz.
QuartzGL: A GPU acceleration mode for Quartz that is not enabled by default and not necessarily faster for drawing things on the screen.
OpenGL: The most low level library, talk directly to the graphics card at the cost of more lines of code. More suited for 3D graphics.
Core Image: A library for displaying images and text, but not so much for drawing shape primitives.
Core Animation: A library for automatically animating objects. Apparently not suited for moving large numbers of objects. Nor for continuous animation of objects.
QuickTime: A library that apparently also does images and text in addition to video, but probably not good for drawing primitive shapes.
What I would like to do is create a browser for some specific type of data. The view would not very complicated and would consist of drawing rectangles at specific locations. However, the user should be able to move around by dragging the view to the left or the right and the this movement should be fluid. Here is a example that is very close to what I'm trying to make:
http://jbrowse.org/ucsc/hg19/
What drawing technology would you recommand I start coding with?
You want Quartz. Unless your graphing MASSIVE amounts of data, any Mac (I'm assuming Mac not iOS) should handle it easily. It is easy, efficient, and will probably get you where you need to go. For the dragging movement, you'll probably manage that with Core Animation layers.
Note: Everything in the end is handled by AppKit (Mac) or UIKit (iOS) and, eventually, Core Animation. If you're doing graphics, you will encounter Core Animation at some point, as it manages everything displayed.
Note: If you are graphing that much data, you can use OpenGL, but even then, the need shouldn't be too much until you start displaying, probably many millions of vertices or complex visualisations.

How to create JPEG image on iOS from scratch

I'm trying to create an objective C classe for my iPad application which can convert a powerpoint file to a jpeg file.
Accordingly i've to read into the pptx format to see how the file is structured and create an image, from scratch, in which i can say this element goes there, this one here, this text there.
But actually i've no idea how to do this, if the best way is to use a already existing framework in iOS or an additional library?
Thanks to everyone ;)
Bye
The fastest way to visualize elements is, to me, OpenGL ES. You can use mobile GPU to visualize then there is CIImage for managing image.
Take a look at Quartz 2D, the drawing engine used as the main workhorse for 2D graphics on iOS. It gives you all the primitives for drawing shapes, fills, text and other objects you need to render the presentation.

8192x8192 UIView Lag

I'm making a game using UIView.
I use a large (8192x8192) UIView as the map area, (the game is birds-eye-view) with a UIImageView stretched across it displaying a grass texture.
This uses heaps of memory, doesn't run on older devices and nearly crashes Xcode whenever I try to edit it...
Is there an alternate method of creating a 8192x8192 map, but without being laggy?
If it's possible to tile your graphics, something involving CATiledLayer would probably be a good fit. CATiledLayer allows you to provide only the images that are necessary to display the currently viewable area of the view (just like Maps does).
Here is some example code for displaying a large PDF.

Objective C iPad Animation with large images - What method to use?

I'm trying to build a weather application on the iPad but it seems that I need some help in animation. Say I'm animating a Radar, so the radar source files have 10 gif/jpeg pictures in 900x700 pixel size. I've tried the UIImage animation technique using the tutorial here:
http://www.icodeblog.com/2009/07/24/iphone-programming-tutorial-animating-a-game-sprite/
but it seems that loading 10 images that big is too much for the iPad to handle and its crashing due to memory warnings. I'm researching other techniques to animate but I can't seem to find something that will do this efficiently.
I've looked at others like Core Animation using sprites, and Cocos2D with sprites. Can someone point in the right direction the best way to animate these big images? (keep in mind that these images are dynamic and changes often so the sprites will have to be recreated on a server and fetched from the iPad to do the animation). Thanks
OpenGL only creates textures with dimensions at powers of 2. In the case of your images, that's 1024x1024, which is a meg of memory per image. Still, that shouldn't be a problem with the iPad.
First, investigate using Xcode's profiling tools to ensure the images aren't being repeatedly loaded into memory at each loop of the animation (likely by way of new objects that aren't sharing cached textures). That could solve your problem from the start.
Second, I recommend using Cocos2D if only for the easy handling of textures and caching. Toss the images into a CCAnimation, pop that into a CCRepeatForever, run it with a CCSequence. When you're done hit CCTextureCache to release unused textures.
Third, lower your animation framerate to 30 or less (if only for this animation). It may be the iPad, but you making a weather app. Not a video game.
Finally, downgrade the size of your image. Justify all you want, but a large radar animation will not sell your app. And just because a website might already be playing that animation beautifully, remember that a desktop has vastly more memory and power than any smart phone.
Try breaking the animation image into into smaller parts and animate those instead by treating each components as sprites. It would be best if you use primarily code (CoreGraphics) and draw your radar "by hand" instead of just using images as if they were animated GIFs.