Animations for C# .net programming - c#

I am currently working on a project in which I am developing an app with C# .net.
I'm using Visual Studio Ultimate 2010, and I am wondering how I can add some animations and effects to the app?
In my implementation I've enabled moving panels up and down, hiding panels, etc.
My question is, how can I add effects (fading, jQuery-like effects...) to those events?

WinForms is not the idea framework for the effects you have discribed, it is arguably better to change from WInForms to WPF which was designed for these types of effects and 2D/3D rendering.
WPF Graphics and Multimedia

As has been stated, I would look to WPF for these kind of things. If for some reason WPF is not available, you could look to third party libraries for these kind of things, such as Animated Vector Graphics (commercial).

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Is it possible to port a WPF 3D app to UWP / UAP

I wrote an WPF app using all the 3D stuff of WPF which contains several Views displaying 3D data. IMHO WPF is not the platform for further development of the app so I am searching for some ways to port it to a Universal App/Windows Store App/UWP.
The way, Microsoft is promoting, is to use Unity meaning a complete redevelopment and complicated workflows because it should be a 2D-App with some 3D views.
The other way I was looking at way using Helix-Toolkit, because it does not just offer the WPF-way of displaying 3D but also the DirectX way using SharpDX. Unfortunately the progress concerning UWP is pretty low and not currently usable in the extend I need (like displaying custom geometries etc.).
Is anybody out there who got the same problem and found a workaround?
TY!
You may also like to consider Monogame. Like Helix-Toolkit it's based on SharpDX (when it's on Windows anyway). It's not quite as "componentised" as Helix-Toolkit but it's possible to make your app UWP-first and Monogame-second.

Do games like Starcraft 2 use Windows Forms to build their UI?

This may be a dumb question...
When I log into Starcraft 2 and see that beautiful UI, I can't help but wonder if it's designed using Windows Forms (.Net or C#). Is the login box just some kind of Windows dialog or do they do their own thing - whatever that may be?
Is it possible to get that much customization within Windows Forms?
No. Games and other apps that use DirectX to take control of the video device don't use WinForms or even the Win32 API for screen output.
StarCraft 2 most likely implements its own windowing and UI system, completely independent of the Windows API or WinForms library.
Yes, you can write an app in C# to perform similar DirectX graphics output, but using DirectX is not as simple as working with WinForms. I wouldn't recommend attempting to write a DirectX app as a way to teach yourself C# unless you are already very experienced with DirectX through other languages or tools (C++, mostly).
WinForms is fine for learning C# and whatever IDE tool chain you choose to use. After you're comfortable with C# patterns and terminology, then tackle learning how to write DirectX code with C#.
No. They use DirectX. DirectX bypasses normal windows and operates at alower level.
You can customize a form to a great degree. You have full control over painting it to look however you want.

Graphics and Animation in C#

I created a Game in C# (Multi-player Tanks Game) using Windows Forms Tools (Panels, shapes, buttons, etc...) but the Animation and Graphics are just so poor, so is there any Type of simple Graphics or Animation to use in C# to make this game a little better, can I use flash in C#, anything?!!!
XNA is great, its a completely different technology to Windows Forms as its based on DirectX.
Another idea is to check out silverlight or WPF depending on how complex your game is. For simple 2D games with not too busy screens it might be a lot easier than XNA.
I found a great example of building a multiplayer game in WPF.
I would recommend having a look at Microsoft XNA.
I'm pretty sure if you want to improve the graphics of your game you're going to have to use design software or hire someone to do it for you. A simple look up on Google will direct you to model development software.
A good place to start is the microsoft XNA framework.
I also recommend using Blender: http://www.blender.org/
It's a completely free open source 3D model creation program.
There are many librarys and ways for game development in C#.
I prefer to use XNA, which is based on DirectX and developed by Microsoft itself.
But there are also many other wrapper like OpenGL wrapper SharpGL, a custom DirectX wrapper SlimDX or using the plain DirectX SDK.
Some time ago I was looking for libraries or frameworks to improve winforms experience with nice animations. My best options were XNA or OpenTK (OpenGL) and SDL.Net.

what is the difference between a WPF app to a winforms app? [duplicate]

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Closed 11 years ago.
Possible Duplicate:
WPF versus Winforms
I have been using visual C# for a while now, I have made some apps in the window forms but never really explored the WPF apps. Based on what I have discovered it pretty much is the same as a winforms just in a different type of environment and the XML. So why is there such a WPF app? what makes it different form a winform and what is it mainly used for?
There are many reasons to move WPF. You will be able to find many reasons by simple google search. It's the new trend and when it comes to Windows application development the technology has been focusing to WPF rather than Winforms.
As Tom also has mentioned above this thread gives you many points.
My opinion is there is no big reasons not to go for a WPF if somebody is going to develop a windows application from the scratch.
Actually it depends on your real need. Desktop oriented application tends to go with winform. Both get compiled by the same compiler to produce the same thing; both utilize the same resources to run on the target platform, but WPF has more graphics effects that many people would favor it from the start. Winform offers userfriendly design controls though.
Some differences off the top of my head:
Separation of UI and 'code-behind', so that designers can allegedly design the UI while the developers develop the business logic. A much cleaner separation than traditional WinForms.
Improved graphics rendering. The vector graphics are vastly superior to WinForms graphics -- just zoom in on some letters in a WPF app vs. a WinForms app and you'll see sharp edges in the WinForms app, but smooth edges in the WPF app. Pretty awesome.
A much more flexible UI model in WPF, where you can have buttons inside of lists which are inside of grids, since it's all just XAML. WinForms requires you to build those types of controls and is much more limiting.
Those were just a few. Hope this helps. Good luck!

What to use for C# SlimDX Game UI

I am currently developing a 3d game using C#/SlimDX (The target is Direct3D 9). I've been looking for a suitable Game UI toolkit for a while, but I was unable to make up my mind.
The Game UI will be for a roleplaying game, so it'll be fairly complex and will involve quite a few controls (text boxes, inventory grids, list boxes, select boxes, scrollable areas, etc.).
I previously (When i was still using C++/OpenGL) looked at GameSWF and very much liked the idea, but for my current game it's out of the question.
Does anyone know a good GUI toolkit for use with SlimDX?
I would be especially interested in using WPF/Silverlight for this, since there are good IDEs available for both. But a quick google search didn't reveal any information on embedding these.
You can use WPF (but not Silverlight) for this.
The way to go about this is to use SlimDX in conjunction with D3DImage. You then let WPF handle all of your final composition, including overlaying the WPF UI over the top of your SlimDX scene.
SlimDX basically just renders to a brush in this situation, which can be used on any WPF element. (This doesn't work for Silverlight, as Sliverlight doesn't support D3DImage.)

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