Rachel and I created a virtual zoo that wouldn't load any of our pictures. I'm guessing the sizes and quality were too high... I can't upload anything onto this blog anymore.
PHYVE WON WON
Saturday, December 24, 2011
Friday, December 23, 2011
Final Project
My final project has been designing my MMMORPG Framework though it's development phase is still in its initial stages.
As of now I've began a MySQL data base using SQL Pro and Lion Server. This will hold account information of all online users I had the incorrect certificate so I couldn't get the interaction to work. I spent 5 hours setting up a server that had incorrect certifications......... I gave up at that time.
I'm using this e-book: https://github.com/erica/iOS-5-Cookbook as well as:
ADDD PHOTO
and using
Source codes on developer.apple.com published AFTER 10/2011 (release date of ios5)
Alien Spaceship AR Game spliced with pARk (developer.apple.com).
map view with a custom pin locating device i've done, and I was creating an app for circular x,y traveling bots to do troubleshooting data readings with. This is also a way to work up to account profiles on servers.
I'm using this e-book: https://github.com/erica/iOS-5-Cookbook as well as:
ADDD PHOTO
and using
Source codes on developer.apple.com published AFTER 10/2011 (release date of ios5)
Alien Spaceship AR Game spliced with pARk (developer.apple.com).
map view with a custom pin locating device i've done, and I was creating an app for circular x,y traveling bots to do troubleshooting data readings with. This is also a way to work up to account profiles on servers.
Tuesday, December 13, 2011
Wandering Through Blackouts and Old Video Files With No Direction
THERE YA HAVE IT KIDS!
I stumbled into a vault of forgotten
memories the other day. These were recent memories: forgotten film
clips from my mobile phones and digital cameras. I don't remember
capturing the majority of footage utilized in this piece, and
therefore don't remember the true intention I had when first
capturing. I just basically looked through all of those clips and
started editing them, based on the intensity or emotion of the
action. I drew on the state of uncorrelated chaos and intensity each
clip brings to the viewer. I had no intention for the editing
production, just compiled on a whim. All of the color effects were
overlain upon the most intense rises of musical interjection. The language setting for Adobe Premiere was in French, which I don't comprehend to the extent which necessitates comprehensive maneuvering through effect controls. I made this video start to end in roughly 8 hours straight.
Many
times color shifts occur when you'd least expect them to.
I wandered through my vault of
forgotten drunken blackouts, many times having no recollection of any
aspect of setting, time or place of a clip, only a belated
realization those events had occurred. Regardless if I remembered
those events filmed or not, I still had recorded arbitrary un-events
in my past. Going on strictly aesthetic intuition, I compiled these
clips with effects to create an arbitrary portal to view a
discombobulated memory stream. So wander through the reverse
entropic re-fabrication of memory space I've created for myself.
Thursday, December 8, 2011
FINAL ESSAY
Le Fin du Monde Singulier
Waiting for the muni on my way to
work, my smart phone begins vibrating in increasingly shorter
frequencies... this could only mean one thing: online player
proximity alert. I quickly pull out my phone and switch on my
MMMORPG (Mass Mobile Multiplayer Role Playing Game) “World
Warrior”, a post apocalyptic world where the character must survive
amongst the anarchical social structure of other subscribed
participants. I check my map to determine general direction of the
friend or foe within my visible map region which displays game item
location tags, visible player locations, participating store sponsors
(which promote game items through products they sell) and side
mission objectives. The map is showing an enemy has entered my “fog
of war” (a visible map display that projects the actual range of
possible bluetooth data exchange between players) and I may now
engage in a duel mode in which I can increase my player rankings and
abilities by conquering a foe. However, players may also join teams
instead of engaging in violence, to strengthen their chances of
survival and growth but this time I switch to my viewfinder mode and
pan the general area in which my radar alerted me and search for my
enemy. The target on my viewfinder finally turns red and my selected
weapon drawn from my inventory, a 12 gauge shotgun, is fired and the
foe in real life starts to scramble. As he looks frantically around
the me, his foe, potentially aiming my smartphone towards him... I'm
spotted. We engage in a fire fight, in which I claim victory. As is
many times a standard protocol to “World Warrior”, we exchange
information and end up joining clans, as his player rankings and clan
affiliations are nothing to “sneeze at”. This immediately
benefits my gameplay statistics over the entire network of “World
Warriors”, while benefiting him solely through his admittance into
my growing powerhouse of a clan. And I could have potentially made a
new friend.
My current prototype game story,
“World Warrior (or something like that)” would be set similarly
to the conditions present in the fictional worlds of The Road, The
Book of Eli, The Stand, and
Road Warrior which describe
barren post-apocalyptic worlds in which anarchical social structures
dictate the initial intent the player has upon their inductance.
This “World Warrior” story structure aims to augment the player's
actual perception of the real world they exist within to make their
duality existence one of survival, violent interactions, scavenging,
and communal clan development to induct collaborative means of group
survival. All game items, weapons, avatars, UI imagery, and side
mission objectives aim to induct a secondary means of augmented
existence and importance into the mindset of their waking life.
Within this augmented world of many synthetic and virtual constructs,
real social interactions exist and would flourish within it's
infinite possibilities of user interaction. In it's most
translatable sense it combines the social networking concepts of
World of Warcraft, Second Life, Facebook, GroupMe, Omegle into
a story based, social interactive, game structure for mobile phones.
“World Warrior” is only one story
line to overlay upon my true intention for this product, which the
universal framework, allowing limitless game development potentials
and demographic audiences. For instance, World of Warcraft could
become it's own MMMORPG (Mass Mobile Multiplayer Online Role Playing
Games – I think I might have coined this term), where the 3rd
person view of of the computer game version would become a first
person, augmented view, including virtual 3D game objects, and even
3D modeled augmented world overlays to actually produce significantly
altered augmented realms accessible through their viewfinder as well
as other means such as Bluetooth viewfinder glasses, existing already
on the market. Products like the glasses aren't really viable for
the universal mobile market but do permit competitive tournament
potential for these mass interactive games. Even artificial
intelligence characters and creatures could be integrated into game
environments, to create worlds in which augmented social gaming
merges entirely with virtual environment constructs. The virtual
inductions (not quite at an advanced stage of reliable implementation
due to inconsistencies with location data collection via satellite
communication) would become interactive in the same way they do with
players on the computer, except now viewable and interactive through
extensive hardware capabilities. Therefore wand-like maneuvers with
one's phone could be the means of WoW or Harry Potter style wizard
world interactions while themes like Twilight, King of
Hearts, Star Wars, time traveling cyborg-ninja assassin
concepts, wild western worlds, and first person shooter mass
multiplayer war games all might embody specific user interactions to
promote fantastical parallels to the more predictable realities of
their normal lives... the storyline potentials are limitless. Some
may embody a closed course, tournament style game play, but others
may be continuous, such as the “World Warrior”, Harry Potter.
As of now I'm taking an open source AR
spaceship shooting game and attempting to replace the image of the
spaceships with transparent target planes whose location within the
camera viewfinder are designated by the location data of a p2p
networked player. This is going to be somewhat difficult as i'll
have to have a comparative user to user algorithm which designates
the existence of a user within the viewfinder of the phone based upon
the attitude of the gyroscope. When the gyroscope's values are
consistent with the viewfinder directed at an opposing player in real
life, then the transparent target plane becomes instantiated into the
viewfinder as an overlay for triggering a UI attack method using the
triggering code already written into the AR spaceship game. When the
target is overlaid upon the enemy location designated transparent
target plane using the viewfinder by the player by tapping the
crossfire button to "shoot", conditional statements
involving hit, miss, health decrease and death will be communicated
to both players (not quite there yet).
This is a shortcut to get
the game output close to a point where the concept is easily
consumable for someone (or an investor) to comprehend the intent of
that function of the app, but not necessarily the way I'd like the
code to be set permanently. Since cocos 3D has been released as a
template for drawing 3D objects in OpenGLES, a much more concrete
strategy for implementing this kind of P2P interaction would be to
build virtual 3D objects (ellipsoids, or capsules) to designate a
player within the augmented world of the camera viewfinder much like
the Unity 3D game engine designates player controllers as similar
objects. This not only allows for a future integration of 3D modeled
personal augmented avatars, as well as creating a kind of targeting
gyroscope around a player, which I've calculated by hand and designed
by hand in a method to create a centralized target to each player
that defines one's target to their centralized physical body and not
the iPhone's location. Finally the reprocessing of 3D city model
visualizations present the means of not only creating colliders
within actual city spaces for in game, environment interaction
limitations, but stretch a blank canvas over bleak, hopeless cities
in which augmented worlds' paints might reinvigorate a sense of
wonder and imagination. As well, these models allow for the creation
of a currently nonexistent virtual advertisement market where 2
dimensional billboarding, which would overlay sponsored companies
with individualized product offers (again, NoSQL databasing) to the
specified wares in an extension of viewable advertisement space.
I'm attempting to set up a Lion
Server through my home computer to make a basic database for trouble
shooting universal game data storage and player exchange, as well as
learning how to exchange individual phone's location data via a
bluetooth... which has a high learning curve to say the least. The
data core databasing system is built upon SQLite, which has also been
an uphill battle for me as I've only ever used XML datasheets, but
I've done tutorials and it's becoming more comprehensible. What I've
come to realize, being I've had absolutely no formal training in SQL
databasing, creating a flexible, universal, and expandable means of
MMMORPG game network databases. Also the development of a reliable
P2P location data exchange network is currently out of my reach as
well, even though the low energy iPhone 4S's Bluetooth 4.0 chip (with
50m range of connectivity between the receiver at 2 kbit/s Bit rate)
stands as a viable means of showcasing the interactive potential
between two mobile phone users with close proximity to one another.
There is little information on the web regarding construction of P2P
Bluetooth networks on the web, and applicable reference books have
either yet to be published, or have just been published within the
past week or so.
My intent for this “app” is not an
app, but a bottom layer framework in which a multitude of games with
individually specified story-lines, environments, settings,
characters, game items, etc. can be implemented to increase the
potential for which at least one game story might take off as a
social trend. Initially I believe I explained my game concept as a
Zombie/Human apocalypse game, which could be implemented as one game
environment placed upon the initial framework, but I've moved in a
different direction, at least for the example prototype.
This sort of game play duality
addition to a person's life could completely alter our potential for
interaction with our surroundings and people, blossoming our sense of
exploration and human interaction as players are drawn out of their
routine and comfort zones for the sake of their success in their
favorite games. People develop and relationships instigated through
MMORPGs such as World of Warcraft and SecondLife that are carried on
over the internet, so why could stronger, more real relationships
between people within their actual city be developed and then carried
on throughout actual life and the game. People would quickly develop
stronger connections between people having similar interests and
could inherently make people happier and more engaged in their lives
as their participation in these games expands their potential to make
new friends and involve themselves even romantically, should the
connection form. People are lonely and bored with their normal
lives, and social interactivity at some point must cross over,
parallel, and catalyze the growth of someone socially in their
environment, instead of limiting those people to webcam relationships
developed on current internet based means of making new friends.
The framework is to controlled by a
centralized networked system which exchanges all location data of
game variables, including individual user data, to person to person
(P2P) data exchange methods (currently as a Bluetooth data exchange
network), which allow for expedited processing of game interactions
between players. The tiled map navigation acts as a means of
declaring destination points for game variables which are displayed
using their specific location data and give players an option to
adventure out into the real world to add inventory items that can be
used in game play, allowing the player to grow virtually. Grand
Theft Auto's world map is the model I'd like to project onto the real
world augmented game play maps of my framework. Virtual object
interaction would only need to be controlled by the universal data
core internet network, while immediate player to player exchange
would first be processed through the bluetooth network and then
results after bluetooth data exchange network has been broken are
communicated into the universal network to alter the new
implementations to a players account. I have a design idea to
implement an alternative mode of mobile device networking which would
make this whole system of Universal and P2P data exchange interaction
more efficient and precise, but the hardware doesn't exist currently,
and redesigning the whole method of current mobile data exchange
would be a too lofty of a farfetched goal at this state of my mobile
IT knowledge and industry influence. I have a contact in which I
plan on discussing this redesign of the mobile internet data exchange
infrastructure but I have to lay out my design plan and do hours of
research first.
Another interesting potential for this
game framework design is the ability for company sponsors to promote
and sell their own products through attaching game perks that promote
game play and a player's inventory expansion. For example, say
McDonalds jumped on board with these game ideas and decided to attach
“health rejuvenation” game items to a McFlurry purchase, a player
low on health in their MMMORPG game app might would be encouraged to
purchase a McFlurry to regenerate their health within the game. As
well, overlaying sponsored 2D and 3D advertised game interactions
that give discounts to their stores should the player choose to
interact would be a new way of appealing to consumers within
specified augmented game environments. And even further these game
interactions could be individually specified to user and their
collected interest data patterns which advertising companies are
frantically trying to decipher, now using NOSQL data-basing with
HADOOP Cloudera (a new data-basing system which I intend on learning
in the near future).
Recently I've been considering the
emergence NoSQL databasing systems and it's implementations on future
mobile hardware and internet navigation. Hadoop Cloudera is the
example which was brought to my attention. After some research on
the topic and having an excessively longwinded discussion with my
Stanford graduate Uncle Warren who is a computer systems engineer, I
have began a new design concept which would reroute mobile device
internet exchange using integrated personalized mobile data
communication server hardware (currently non existent in smart
phones) to pass internet data transmissions through other's device
servers until they, if needed, may reach the rigid internet server
communications. Therefore all devices picking up any connection to
the internet share and pass along bits of constant streaming data
that is concurrent through all mobile devices connected to the
internet, much like torrent files pick up random chunks of data for a
total item being downloaded to allow a constant data stream of
information through a collective source as opposed to a singular
rigid storage. This allows for mobile devices which may not directly
have a coherent and reliable connection to the internet in its
current state based upon their current environment positioning
limitations (within a building, in a train station etc.) to link
progressively through the imbedded servers in chain connected mobile
devices broadcasting internet data, into environments currently
impossible to reach. This would implement consistent and more
efficient means of communication to the internet and all of it's
services because the phone would not rely strictly on it's own
ability to connect with 3,4G mobile servers or having a present and
accessible Wifi connection. In addition, a “socialized IT mobile
communication service” permits the exact triangulations of every
mobile user's exact location, as they'd be relating their mobile
device's location to all surrounding devices, in constant comparative
distance differences. Global positioning limitations due to
satellite connection limitations and/or lack of WiFi presence would
be eliminated as all users' locations could be triangulated through
surrounding mobile phone's in a setting which do have clear GPS
locations. Finally P2P data exchange within this system would act
like wireless network data exchange between laptops and the necessity
for creating a P2P Bluetooth data exchange (especially for the game
framework) would be eliminated. NoSQL databasing seems like it could
be a way to manage this method of expansive server collaboration and
mass erroneous data organization. Everybody has a smart phone these
days, why not make the whole system more efficient?
My research and development of this
framework has changed and grown as I fell deeper and deeper into the
rabbit hole. Initially I approached the creation of this framework
through methods which will cease to exist within the next couple of
years as their technologies become less and less relevant. This
involved creating framework bridges through Adobe Flash Builder and
ArcGIS mapping services. As stubborn as I was on making this
technology bridge work for me, I soon realized that the access to
device hardware using the Adobe Flash IOS SDK was limited in it's
access to pertinent iPhone hardware communications. I had a windows
computer and at the beginning of my research, this was the only
method for me to hypothetically create a prototype for my idea. As
my research grew, and I became involved in actually creating a
prototype in which I'd be selling to a group of venture capitalists,
the necessity to design this framework based through the native
language of the hardware within iPhones would be a more viable means
of my design efforts. With the release of the iPhone 4S, iOS5, and
Xcode 4.2, the necessity to approach my framework prototype design
through Apple's development methods became paramount to a progression
of this project. I now have a OS Lion running 8 core “Hack Pro”
and an iPhone 4S which I've been scrambling to understand and
program.
As far as actual programming with
Xcode 4.2 is concerned, I can now however create my own application
interfaces, draw basic shapes, troubleshoot obj. c coding, implement
map views and bring in pin locations of a phone's actual GPS
coordinates, storyboard (and integrate xibs into view controllers),
use stock view transitions, create UI Data Tables and implement them
as navigation controllers, create basic Augmented Reality Views
within Cocos 2D templates and input user location data into core
data. This is hardly where I want my knowledge to stay stagnant,
however I have to be a little easy on myself because I haven't ever
dealt with coding like Xcode's coding system nor Objective C 2.0
language scripting, ever. As different as it was to initially grasp,
it's concepts and framework are so much more efficient in comparison
to old world long-scripting techniques. I wish I'd began developing
through Apple's system initially as you, Jason, had initially
advised, but my means of production were limited to the Windows
laptop and excessive limitations which eventually arose as far as
hardware access. When the iPhone 4S was released and the
capabilities of iOS 5 announced, it became overwhelming undeniable
that I would begin playing a stressful game of catch-up in order to
produce a potentially market changing product.
The new iPhone 4S is a world phone,
meaning it's usage is not limited to specified regions in the world,
allowing for this product to have the means of worldwide product
distribution. Aside from upgrading from a single to a duo core
processor that expands the data handling capabilities to another
level, the new Bluetooth 4.0 chip uses less energy and has twice the
range of the previous 2.0 model in all phones before. In addition,
an integration of both GPS and GLONASS (russian positioning satellite
systems) and a digital compass create location data accumulation more
precise, while a three axis gyroscope presents an infinite amount of
methods to implement exciting new interface controls. With the new
iOS 5 sdk library's iCloud storage capabilities (potentially maybe
for game account storage or user information docs), Open GL ES
advanced rendering frameworks, game center social networking and p2p
connectivity (limited to 16 connected users and therefore limiting to
our product) provide a viable means of universal integration within
Apple.
The gyroscope is an entity which
permits game control and physical action mimicries as a means of game
interaction. As well, it provides relational means to convey more
realistic implementations of augmented worlds within the augmented
viewfinder, as its values can be comparatively translated from data
accumulated within the framework of the game applications. Creating a
believable augmented view relies heavily on the gyroscope because the
viewfinder's projected information to the view must correspond to
stable data transactions between player to player and player to
virtual object interactivity at the different networking levels, and
will involve a vast amount of virtual geometric algorithms at the
base of all surface interactivity. I only have basic knowledge of
the gyroscope currently, and it is my intention to take a class next
semester in which my soul intent is to lock down user interactivity
via motion patterns, and developing comprehension of the hardware so
I may have a better idea of how it may convey an augmented reality
more convincingly.
I'm further behind than I intended on
being at this date, but I've evolved my concept into much more than a
silly zombie-human game of tag... it's become a plausible and
foreseeable infrastructure within the smart phones' expanding social
gaming capabilities and marketplace. It not only provides itself as
a framework in it's raw state to be sold to other interested parties,
but opens up massive new potential markets of capital return and
growth. And as pathologically capitalistic as that sounds, it also
creates a method of real world social interaction and relationship
development, because people will be forced to look their brother or
sister in the eye before pulling the trigger, casting a spell,
releasing their light saber etc. Even if players are competitive, in
games which designate competition, in an extremely anti social
manner, those players are forced into a closed proximity of
technological and interpersonal connectivity, which is entirely more
beneficial for the redevelopment social cooperation within an
extremely solitary world for most people today. If romantic
relationships can be formed through WoW, then would not the potential
for relevant romantic relationships emerge through this game
framework, where actual human contact and physical connection can
take place due to the site specified nature of users playing within
certain delegated environments (city, town, resort etc.)?
People already participate or
experience partially if not all aspects of this MMMORPG game
frameworks, therefore it must hold some relevance to implementing
within our current mobile markets. As the means to survive for an
individual may dissolve previous allotted time spent on progressing
themselves within computer or console gaming network rankings,
however as long as recreation may parallel our own needs to earn a
living, at the exact same time, in the exact same place, one's
seemingly uneventful trip to the grocery store could end up turning
into an epic maelstrom of post apocalyptic ultraviolence, in which
the eggs, butter, noodles and broccoli still come home to temporarily
take up space in the households refrigerator.
http://www.cloudera.com/hadoop/
http://www.youtube.com/watch?v=6GJR5ptYJbg - Visualization of 3D city models, where this data could be implemented as collider information for users interacting with city environments.
http://developer.apple.com/technologies/ios5/ - iOS 5 information
http://www.apple.com/iphone/specs.html - iPhone 4S specifications
Tuesday, November 15, 2011
Phase 3: Final Project Proposal
For my final project I'll be using the Unity Game Engine to create a virtual environment for my MMMORG game framework.
Unity will deliver the physics of the game through the Augmented Reality View I'll be setting up soon.
I need to figure out a way to convert Location data from phone into the unity engine (which is possible) and have two phones moving two characters in a bluetooth network environment. I think if I network through the unity engine and Xcode simultaneously I'll probably have the best results.
The camera orientation in unity will be determined by the "Attitude" of the phone (gyro, accellerometer) and shooting vectors will be the normal of the video viewfinder.
creating a map overlay using the coreData and SQLite with another phone
exchanging xyz data through bluetooth
create a basic server to handle game wide data exchange.
My final essay will be about my experience with this insane amount of work, my intentions with the technology, and how I foresee this gaming system progress technologically, artistically and socially.
Here are some screen captures:
The quality is awful but I'll make better ones soon.
I'm currently experimenting with Xcode and rebuilding source code projects from:
iOS Developer Library
among other places...
Lots of resources......... I'll reorganize soon.
Xcode Apps: How to create our own delegate for any class in iPhone?
Core Data Tutorial: Getting Started | Ray Wenderlich
Game Kit Data Send/Receive Demo Project | Learn & Master Cocos2D Game Development
Conway’s Game of Life Painted with Incoming Video (Core Image Tut) | Indie Ambitions
IPhone Tutorials « Esramkumar’s Blog
3DAR - Getting Started
Head First into Unity with UnityScript - Unify Community Wiki
UNITY: State of Social (Panel)
Unity 3D Assets/Prefabs Collection - Proper - CGPersia Forums
Head Tracking for Desktop VR Displays using the WiiRemote - YouTube
Georg Klein Home Page
Map Kit Framework Reference
SmartFoxServer: massive multiplayer game server for Flash, Unity 3D, Silverlight, iPhone games, MMO, virtual worlds and communities
Dastardly Banana Productions - FPS Weapons Package
Array based Object Placement Tool (Editor Extension)
mel wiki - - Your Maya mel / Python / API / scripting resource on the web -
Transitioning to ARC Release Notes
Black Art of 3D Game Programming, Chapter 10: 3D Fundamentals - Dpfileswiki
Install json-framework | Mike Zupan's Random Blog
What do I need to get the Layar Player to work in my iPhone app? : Layar Developer Support
http://iphonefall2010.crowdvine.com/system/talks/presentations/000/015/298/JRPowers_CoreMotion.pdf?1289428985
AR Landscape/Draft - Points of Interest
Gyroscope apps and games
camera - iPhone SDK 4 AVFoundation - How to use captureStillImageAsynchronouslyFromConnection correctly? - Stack Overflow
/ - zxing - Multi-format 1D/2D barcode image processing library with clients for Android, Java - Google Project Hosting
ZBar bar code reader
Teragon Audio: Developer Tools
uLink Developer Site - Tools - uCollab
How to Build and Test an iPhone App that Uses the Accelerometer - O'Reilly Answers
iPhone 4 Gyro Control in Unity | Quick Fingers
ios - Compensating compass lag with the gyroscope on iPhone 4 - Stack Overflow
Game Kit Programming Guide: Peer-to-Peer Connectivity
Technical Q&A QA1753: Technical Q&A QA1753
Core Location Framework Reference
Xcode 4.2 - Shake and Break iPhone app [HOW-TO] - YouTube
Rory Lewis, Rory, Dr. Lewis, Rory Lewis Band, Xcode, Storyboarding
BuildBot
Pauls Online Notes : Calculus III - Quadric Surfaces
Lines - Planes - Equations - Distances - Angles
GKPeerPickerController Class Reference
FLARManager: Augmented Reality in Flash | transmote speaks...
WikiStart/en - Spark project
Apple GameKit Bluetooth Integration Tutorial
flex - Completing a socket connection across an intranet or internet - Stack Overflow
Finding the current location in your mobile app using Geolocation | Gregs Ramblings
Location Labs Launches Advanced Mobile Cloud Platform | Cloud Computing Journal
Extending Adobe AIR | Adobe Developer Connection
Adobe Flex Cookbook
Adobe Flash Platform * Basics of user interaction
Adobe Flash Platform * Touch, multitouch and gesture input
Components | Adobe Developer Connection
Report: iPhone Applications Are Getting Cheaper | TechCrunch
Learning Objective-C: A Primer
Cocoa Source Code - Matt Legend Gemmell
iPhone Development: Drawing a HUD Display in OpenGL ES
objective c - How do I use UIImagePickerController just to display the camera and not take a picture? - Stack Overflow
ArcGIS iPhone API - Creating a New Xcode Project
Debugging peer-to-peer and wifi apps on the iPhone « Talk Funnel
Game kit is going to be a pain to test. - MacRumors Forums
iPhone Bluetooth Programming
iPhone Software Development: Sample Source Code : iPhone OS 3.0 peer to peer bluetooth connectivity
Bluetooth P2P connection - iPhone Dev SDK Forum
Beginners Guide to Objective-C Programming
Object-Oriented Programming with Objective-C: Introduction
DevMaster.net - A Beginner's Guide to Creating a MMORPG
SQL Introduction
What is Required When Building An MMORPG Server? - DevMaster.net Forums
Network Programming: Chapter 7 - iPhone SDK Application Development - O'Reilly Media
How to Socket Connection? - iPhone Dev SDK Forum
Unity will deliver the physics of the game through the Augmented Reality View I'll be setting up soon.
I need to figure out a way to convert Location data from phone into the unity engine (which is possible) and have two phones moving two characters in a bluetooth network environment. I think if I network through the unity engine and Xcode simultaneously I'll probably have the best results.
The camera orientation in unity will be determined by the "Attitude" of the phone (gyro, accellerometer) and shooting vectors will be the normal of the video viewfinder.
creating a map overlay using the coreData and SQLite with another phone
exchanging xyz data through bluetooth
create a basic server to handle game wide data exchange.
My final essay will be about my experience with this insane amount of work, my intentions with the technology, and how I foresee this gaming system progress technologically, artistically and socially.
Here are some screen captures:
The quality is awful but I'll make better ones soon.
I'm currently experimenting with Xcode and rebuilding source code projects from:
iOS Developer Library
among other places...
Lots of resources......... I'll reorganize soon.
Tuesday, November 8, 2011
VIDEO FILES FAILED, HAVE TO REDO ASSIGNMENT
Wander like a Situation
The camera rigged to a kite casts an omniscient view upon the wandering sailboat. If one disregards the existence of the camera rig, then the subject appears to be alone in an empty world. The viewer become's an omniscient voyeur who's own personal experience is tied arbitrarily to their position within this dynamic.
I would like to walk from one end of the city to the other, probably along the coast, with a bunch of helium balloons rigging a digital camera following us throughout my journey. I suppose I could track my route with a gps and over lay the video feed to a view on google earth.
Tuesday, October 25, 2011
Phase 2: Organizing Chaos
https://docs.google.com/document/d/1WPXiCihhQ_pssGhpzSauYh3Wi2QZxVk-JFR2nS_0Xzc/edit?hl=en_US
Core Data Variable Matrix Spreadsheet (first draft)- Creating matrices that lay out the specific actions, functions, attributes, settings and numerical data involved with creating variables utilized by objects within Xcode has permitted me to really comprehend the logic pattern construction and organization of objective c programming.
Cocoa: delegation and memory management.
Model-View-Controller—This design pattern governs the overall structure of your app.
Delegation—This design pattern facilitates the transfer information and data from one object to another.
Target-action—This design pattern translates user interactions with buttons and controls into code that your app can execute.
Block objects—You use blocks to implement callbacks and asynchronous code.
Sandboxing—All iOS apps are placed in sandboxes to protect the system and other apps. The structure of the sandbox affects the placement of your app’s files and has implications for data backups and some app-related features.
Applicable Sample Codes
how to successfully authenticate using GameKit (iOS 4.2): http://developer.apple.com/library/ios/#samplecode/GKAuthentication/Introduction/Intro.html#//apple_ref/doc/uid/DTS40010933
Proper use of region monitoring, significant location changes, and handling location events in the background on (iOS iOS 4.3 or later):
http://developer.apple.com/library/ios/#samplecode/Regions/Introduction/Intro.html#//apple_ref/doc/uid/DTS40010726
demonstrates using a CLGeocoder instance to perform forward and reverse geocoding on strings and dictionaries. The application also includes an example distance calculator that will display the distance between two placemarks:
http://developer.apple.com/library/ios/#samplecode/GeocoderDemo/Introduction/Intro.html#//apple_ref/doc/uid/DTS40011097
Gang of 4 book...? - On Cocoa obj. c coding purchase?
bookmarks:
Pauls Online Notes : Calculus III - Quadric Surfaces
Lines - Planes - Equations - Distances - Angles
GKPeerPickerController Class Reference
FLARManager: Augmented Reality in Flash | transmote speaks...
WikiStart/en - Spark project
Apple GameKit Bluetooth Integration Tutorial
flex - Completing a socket connection across an intranet or internet - Stack Overflow
Finding the current location in your mobile app using Geolocation | Gregs Ramblings
Location Labs Launches Advanced Mobile Cloud Platform | Cloud Computing Journal
Extending Adobe AIR | Adobe Developer Connection
Adobe Flex Cookbook
Adobe Flash Platform * Basics of user interaction
Adobe Flash Platform * Touch, multitouch and gesture input
Components | Adobe Developer Connection
Report: iPhone Applications Are Getting Cheaper | TechCrunch
Learning Objective-C: A Primer
Cocoa Source Code - Matt Legend Gemmell
iPhone Development: Drawing a HUD Display in OpenGL ES
objective c - How do I use UIImagePickerController just to display the camera and not take a picture? - Stack Overflow
ArcGIS iPhone API - Creating a New Xcode Project
Debugging peer-to-peer and wifi apps on the iPhone « Talk Funnel
Game kit is going to be a pain to test. - MacRumors Forums
iPhone Bluetooth Programming
iPhone Software Development: Sample Source Code : iPhone OS 3.0 peer to peer bluetooth connectivity
Bluetooth P2P connection - iPhone Dev SDK Forum
Beginners Guide to Objective-C Programming
Object-Oriented Programming with Objective-C: Introduction
DevMaster.net - A Beginner's Guide to Creating a MMORPG
SQL Introduction
What is Required When Building An MMORPG Server? - DevMaster.net Forums
Network Programming: Chapter 7 - iPhone SDK Application Development - O'Reilly Media
How to Socket Connection? - iPhone Dev SDK Forum
B e n j a m i n · M a r r a
Core Data Variable Matrix Spreadsheet (first draft)- Creating matrices that lay out the specific actions, functions, attributes, settings and numerical data involved with creating variables utilized by objects within Xcode has permitted me to really comprehend the logic pattern construction and organization of objective c programming.
Cocoa: delegation and memory management.
Model-View-Controller—This design pattern governs the overall structure of your app.
Delegation—This design pattern facilitates the transfer information and data from one object to another.
Target-action—This design pattern translates user interactions with buttons and controls into code that your app can execute.
Block objects—You use blocks to implement callbacks and asynchronous code.
Sandboxing—All iOS apps are placed in sandboxes to protect the system and other apps. The structure of the sandbox affects the placement of your app’s files and has implications for data backups and some app-related features.
Applicable Sample Codes
how to successfully authenticate using GameKit (iOS 4.2): http://developer.apple.com/library/ios/#samplecode/GKAuthentication/Introduction/Intro.html#//apple_ref/doc/uid/DTS40010933
Proper use of region monitoring, significant location changes, and handling location events in the background on (iOS iOS 4.3 or later):
http://developer.apple.com/library/ios/#samplecode/Regions/Introduction/Intro.html#//apple_ref/doc/uid/DTS40010726
demonstrates using a CLGeocoder instance to perform forward and reverse geocoding on strings and dictionaries. The application also includes an example distance calculator that will display the distance between two placemarks:
http://developer.apple.com/library/ios/#samplecode/GeocoderDemo/Introduction/Intro.html#//apple_ref/doc/uid/DTS40011097
Gang of 4 book...? - On Cocoa obj. c coding purchase?
bookmarks:
- Open Source Web And Mobile Maps | Web & Mobile Application Development
- Esri - The GIS Software Leader | Mapping Software and Data
- www.adobe.com/devnet-apps/flex/tourdeflex/web/
- nctc.fws.gov/csp/oilspill/training/gps/ArcGIS Mobile/ArcGIS_Mobile_User_Guide.pdf
- ryanstewart/GpxAS3 - GitHub
- Adobe AIR * iOS Settings
- How to use Adobe's iPhone Packager without an Apple Developer Subscription
- 000webhost.com Members Area
- Website Builder
- ccoenraets/flex-spring-mobile-testdrive - GitHub
- Google Maps API for Flash - Google Code
- help.adobe.com/en_US/flex/mobileapps/developing_mobile_apps_flex.pdf
- Flex in a Week video training | Adobe Developer Connection
phase 2
- Working with Files in Objective-C - Techotopia
- C# Operators (C#)
- ellipsoid parametric equations - Wolfram|Alpha
- An Introduction to Objective-C for .NET Programmers
- GpsPasSion Forums - GPS altitude : wgs84 / msl / geodetic corrections
- How to Measure Altitude in iPhone | iPhone Tutorial | iPhone iOS4 iPad SDK Development & Programming Blog
- Accelerometer - Wikipedia, the free encyclopedia
- Accelerometer angle with phone laying on back? - iPhone Dev SDK Forum
- Can you calibrate N900 accelerometer? [Archive] - maemo.org - Talk
- How do you use accelerometer measure tilt angle
- finding angle in cell phone using accelerometer
- iPhone docs in Xcode - iPhone Dev SDK Forum
- iPhone from A Game Developer’s Perspective: Objective C | Games from Within
- Data Management - iOS Technology Overview - Apple Developer
- iPhone SDK Tutorial: Reading data from a SQLite Database | dBlog.com.au
- Writing SQL Queries: Let's Start with the Basics
- Xcode 4 User Guide: About Xcode 4
- Cocoa Fundamentals Guide: Introduction
- Using Core Data with iCloud Release Notes
- SQLite vs. Core Data - CocoaDev Forums
- Mobile accelerometers and gyroscopes explained - O'Reilly Answers
- iPhone - detecting motion with gyroscope/accelerometer - Stack Overflow
Debug
- Cocoa Fundamentals Guide: Cocoa Design Patterns
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