I am currently working on a project where i want to display data of a game and my own graphs on a rebuilt minimap.
The data is given as ticks of the game with the entitydata changed in that tick. At first i want to draw the map and then all entities existing at the first tick. Then for every tick i want to update positions and draw lines between entities
My WPF User Interface is set up with the MVVM Pattern.
Now i am struggling with the creation of and techniques for the minimap.
What i want the minimap to support/create:
Interactivity
Click on entities on the field to display more information about them.
Zoom the map
Follow entities(with a zoomed in game field)
Toogle different visuals (disable one team, highlight sth etc)
...(and other interactions like the above)
Performance
Graphics should look as smooth as possible(Map,Images, anti-aliasing, no stuttering)
High framerate (at least 30FPS)
At best it should be a solution with most of the above features built in(see 1.)
Exporting screenshots and a video of the whole game(with my own graphs and stuff)
What i already considered(from this post WPF real-time rendering)
Data binding and canvas
Problem: Slow and not performant..at least as I implemented it)
- WriteableBitmap(Problem: No funcitionalities built in(see 1.)
DrawingVisuals
Problem: How to realize as MVVM? Is it efficient?
WriteableBitMap
Problem: I have to build the functionality of 1.) on my own. But looks like it is efficient
Before i start implementing a lot of my wanted features myself i wanted to ask if there is anything fitting my needs or if any of the above technologies is not suited.
I hope that my question is clear enough.
Feel free to let me know if anything is missing.
DataBinding is nice for connecting view models to input controls, but not for updating the state of graphic objects in real-time.
I would go with DrawingVisual because it is relative lightweight and supports hit testing. Even if you don't have MVVM support, it is easy to update the visuals "manually".
Related
I'm designing a game and thinking about using WPF for making a simple prototype of the basic gameplay.
Is it possible to render basic 2d-graphics in WPF in real-time? By basic graphics I mean simple shapes such as lines, circles, etc. By "real-time" I mean things are rendered based on parameters such as velocity, acceleration, etc. that changes depending on player input - which I assume means I can't use storyboards for the animations.
Thanks
Check out the previous question High Performance Graphics using the WPF Visual Layer for a good related discussion. While WPF provides a great framework for rich vector graphics, it lacks somewhat for real-time 2D performance.
There are workarounds, for instance, depending on your scene complexity you may get away with using DrawingVisuals or virtualized Shape classes (WPF Vector graphics) to draw your sprites. Going a little lower level, you could cache sprites using the BitmapCache mode available in .NET4.0, or pre-prendering them to Bitmaps and using various optimization patterns to improve throughput.
Going lower level still, you can mix Vector/Raster graphics using the fantantastic WriteableBitmapEx project, or Vector/GPU graphics using the D3DImage.
Regarding how to update your scene, you'll need to write a primitive game engine where on the CompositionTarget.Rendering event (fired on redraw of the screen) you get the updated parameters and compute positions/orientations of your sprites. Something that might help with this is this great codeplex project which integrates WPF/Silverlight and Farseer physics.
I'm trying to create a view in Silverlight that can display rounds in a tournament. At the moment I have a set of grid views side by side and each one shows all the people still in that round of the knockout.
What I am trying to achieve is a view that shows clearly who played who and when their next games. Something similar to the below. I'm just wanting some pointers in the direction of what control I could manipulate enough to achieve this as I am very much new to Silverlight.
If you're looking for components you can tweak to work this way, I would strongly recommend investigating some of the third-party components designed for creating diagrams and/or org charts. Some cost money, but in my experience, the cost of a third-party control is less than the cost of my time to reproduce it myself. Here are some links to investigate:
Free: (Most of these are vertical, but you could tweak them to meet your horizontal layout):
http://www.codeproject.com/KB/cs/Org_Chart_Generator.aspx
http://omourad.blogspot.com/2009/08/silverlight-organization-chart.html
http://www.sharpdevel.com/2009/12/organization-chart-free-control-in.html
Money:
http://nwoods.com/components/silverlight-wpf/goxam-overview.htm (<-- my personal preference)
http://www.mindfusion.eu/diagramlite.html
http://www.syncfusion.com/products/user-interface-edition/silverlight/diagram
Good luck!
In my company we have in mind a redesign of the user interface of an application and we would like to make it ... let say "fancy". We have in mind a simple story board but I doubt between WPF, XNA or DirectX. I prefer WPF so I'd need to know if it support the following capabilities and how difficult to implement are they:
Transparency: We'd like to display information layers on top of the main display.
3D support: We want network nodes (part of the interface is a network graphic) to be simple spheres connected with lines in a 3D enviroment, and the ability to control the camera so rotation of the screen is possible.
Effects: Such as shading, lens flare or glow to "signal" the discovery or deletion of a node.
Text animations: Specifically the ability to display the text as if it's being written... You know, the information text will be "filling" the panel top down, left to right...
Good news. WPF is the technology you want and it can handle your requirements with relative ease.
Transparency is simple.
3D support is good as well. For an example, check out Tim Sneath: Five Great WPF 3D Nuggets. You even get hardware acceleration.
Effects are definitely do-able via timeline animations.
The previous statement goes double for Text Animations.
...the hardest part would be the 3D support, but it's still going to be a lot easier than getting things done in XNA or using DirectX libraries directly.
AFAIK WPF 3.5 supports all of this, and even leverages hardware acceleration to get a decent performance.
It's possible to embed an XNA application in a WPF form so you could use XNA for the representation of your network and WPF controls for the GUI in front of it.
Approaching Silverlight development is a rather daunting task as it seems to require a rather different mindset to work I have done in the past.
I have been working on it for several months and we have already released an application that presents form-based pages. So I have the basics of XAML for layout but what I need to do now is move into graphically representing data. For example transform a list of objects representing vehicle speed recordings into a line graph of speed. I am at a loss on what the best way is to approach this.
Can anyone point me to articles or tutorials that present this kind of thing?
Your first port of call for Silverlight learning should be the official site http://silverlight.net/Learn/
If you want to do any data visualization/charting then first try the Silverlight Toolkit on codeplex. It's fantastic if you want to get anything up and running quickly.
Also check out Delay's Blog on charting and the chartbuilder code
Bang your head against it for 3-6 months. That's how I did it and it's worked out pretty well so far.
But seriously, the learning curve sucks.
There's charting libraries for Silverlight out there, you could grab one of those but I wouldn't waste money on it. It's relatively easy to write this kind of code yourself.
All you really need is a DrawingVisual. Once you have that you can render what you need on to it's surface. The trick is to make sure that you have sufficient layout information when you render. Because this is vector graphics, you can use the ScaleTransform to match your content bounds instead of repainting on size changed. Other than that, you'll wanna host your DrawingVisual in a UIFrameworkElement and let the dimension of that object govern where and how you draw your data. This will give you all the layout goodness of WPF/Silverlight.
For drawing there are plenty of Geometry classes you can rely on but there's one thing that you'll wanna do and that's to adjust the level of detail in your data points with respect to your drawing. This is the number one trick to make sure you don't hog the CPU.
Avoid drawing more than one data point per pixel. If you have a lot of data points, and a small drawing surface you can use a rolling average to smooth the result.
If you approach this with the above things in mind you should be able to write a flexible graph UI element that you can visualize data with, in no time at all.
I did this in a WPF application, I'm pretty much assuming that you can do the exact same thing with Silverlight 2.0, you'll just yell at me if you cant?
I am currently using Telerik's carousel control, but it is lacking many features and is buggy. Is there a good control out there that looks the the coverflow control in itunes?
WPF Cover Flow Tutorial
Source Code: Part 7, Download
Author's rebuttal to claim of memory leak (it doesn't): Part 8
In Action: Videos
Contains a detailed walkthrough for building a coverflow control, including features such as reflection. I compiled and tried it out and pointed it to a directory containing hundreds of smallish images (you'll need to edit TestWindow.xaml.cs to point to a directory containing jpg's) and I was impressed with the performance and smoothness of the animation.
I noticed that using very large images degrades the performance though, so I'd recommend using images that are just the size needed for display. For example, when pointed to my desktop background images directory, there was nearly a one-second delay after pressing the arrow key and the item going through the transition (although the animation itself was still fluid, it took a moment to begin).
This is the best one that I found, for what I was looking for - namely, non-commercial, reflections, and smooth animation. I did look at the other ones currently mentioned in the other answers though, here are some comments on them (in no particular order):
FluidKit's ElementFlow
Open source, I used the latest source code, but did not try out any patches
Animation was smooth
Transition didn't feel very refined, the pictures clip each other in an odd way
Didn't seem geared for showing a handful of element's on the screen at once, it tries to show everything, and from some of the discussion comments, apparently isn't virtualized
After adding some images to the demo through the provided button, a large portion of them couldn't seem to get selected
Doesn't have reflections
Mindscape CoverFlow
Commercial
Animation was smooth
Doesn't "popup" selected item, feels very 2D
Has reflections
DevExpress Carousel
Commercial
No online demo and I didn't try to obtain the trial, looks polished though
Telerik Carousel
Commercial
Animation was smooth
The transition wasn't as pleasing to me, the new picture passed through the old one
Doesn't have reflections
Xceed Cardflow 3D
Commercial (professional edition only)
Animation was smooth, if you went quickly it would show blank cards speeding by and then fade in the actual data on the cards when you slowed down
Supports flipping the selected item, like in iTunes
Has reflections
ElementFlow control is inside the codeplex project called FluidKit - can be downloaded from here
For more details about the control - ElementFlow control at Pavan's blog
Mindscape now provide a commercial WPF Coverflow control as part of their WPF Elements control pack that might be useful also.
http://www.telerik.com/products/wpf/carousel.aspx
http://www.devexpress.com/Products/NET/Controls/WPF/Carousel/dependency_properties.xml
Both of these are FAR more versatile than your average cover flow clone (though they can easily just do that too if you want). I'd recommend Telerik well above DevExpress as WPF is still a relatively immature technology and DevExpress are very poor at keeping up with the tech game (they only JUST released a VS2010-supporting version of their DXperience suite despite promising it "just around the corner" since the start of January, while Telerik, ComponentOne etc all keep up with current tech. Not good enough for enterprise).