how to build Programmerly control 3D Avatar or Character S [closed] - c#

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I'm a student, I'm doing my final year project. It's for deaf students.
How can I create 3D human character?
How can I control that human characters movements via a vb or c# program
such as when I'm type in a text box "Right hand" The 3D model shod raise his/her right hand.
Are there any suitable libs for my need?

To my knowledge there are no libraries working on an abstraction level so high as you are describing.
I think you should look into some 3D game engines/libraries. I know that XNA is quite popular for C#. It is not as simple as importing a 3D model and telling it to raise its right hand though.

i would look into XNA
start off with 2d then move onto 3D
there are some excellent videos here
http://www.XNATutorial.com
you should be able to skip most of the theory lessons
you may also want to check out the first tutorial here as well
http://create.msdn.com/en-us/education/gamedevelopment
whilst its not technically a game you are developing the theory is the same

WPF is definetly the wrong approach for that because it has only a low performance if you use too complex models. It is also complicated to build 3D models in WPF.
As Yakyb and andvin said XNA would be a good choice.

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Unity: AI suggestions for "Tiny Wings" like game [closed]

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I'm working on game similar to the mobile game "Tiny Wings".
Image of Tiny Wings
Like shown in the image you are supposed to land on the downhill part of a mountain. If you are fast and high enough you can fly past mountains without having to land and slide down. How can I create an AI that knows when to land and when to fly past the hill? (I'm using "AddForce" to push the "bird" down when the player decides he wants to land) Thanks!
This is not a simple problem that can be solved in a single answer.(At least I don't feel this to be the case.) But i can give a couple pointers as to how i would attack this problem. So it could get more complicated than this but this seems like a good place to start.
First I would have a range of optimal angles for landing the bird in the "butter zone"
Second you will have to keep track of the birds rotation/angle in relation to the ground
Third you will have to build a system based on the birds velocity to seek out a "target" landing spot
Fourth you will have to adjust the angle of the bird to be as close to parallel with the landing spot as possible.
Hopefully this will get you started, but this seems like it's going to be a somewhat hefty task. Good luck.

Do I need to know C# to program with Unity? [closed]

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I've learnt just a few basic programs in C# but that much of knowledge might not be enough to program with unity. Can I jump directly to graphics in C#, learn more about control structures, data types, functions, and looping or is there more I need to learn about in order to make my own basic game in Unity 3d? What kinda concepts do I basically need to know in C# to program in Unity? My current knowledge in C# is simply too basic.
For Unity, you user either C# or UnityScript (A sort of JavaScript variant) for programming game logic, and Cg (Very similar to HLSL) for shaders. If you want to spend some money, though, you can also get node based programming tools (Sort of like Unreal Engine 4's Blueprints) from the Unity Asset Store for both.
As for actual concepts, knowing most of the general use aspects of C# is a must (The different loops, Lists and Dictionaries etc), but you also need to learn that Unity has added some things of it's own like coroutines, as well as the fact that Unity is a game engine and how game engine flow works (ie, don't put a loop in the Update method that runs for a long time or the entire game will lag, etc). Reading up on component based architectures is also important, as instead of just having one class per game object, you can have multiple components. This way, you can say add a behaviour (Unity's name for a component) that gives something the ability to pathfind, and another that gives that same object the ability to shoot at the player, etc.
Finally, have a look at Unity's documentation on serialization. Serialization is extremely important in many aspects of Unity, including recompiling your code without restarting the editor, as well as saving/loading and networking if you want to get into such things. It's handy to know how this works though to make sure what you're doing is both efficient and that the engine is treating your data how you expect it to do.

C# wpf how to repaint canvas components [closed]

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I'm new with C# programming, I always used Java. I'm trying to make a very simple version of a jumper (such as Doodle Jump) on Visual Studio and I created a WPF project. I need to know the best and the most common way to repaint the object on a canvas (like the player and the platforms, that are all rectangles), so that the objects keep to be updated (for example when I move the player etc.). Thanks in advance.
I suggest you take a look at transformations. One of the wonderful things about WPF is that you usually don't have to worry about the animation clock or repainting the screen when things change. To move something around the screen, like a rectangle, all you have to do is attach a transformation to it, then update the properties of the transformation. WPF's background rendering thread will automatically take care of the screen update. That article should get you started. Also check out Storyboards to do more elaborate animations.

How would graphics be displayed when creating a game without an engine or library? [closed]

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Let's say that someone decides to create a game without a game engine or library of any sort.
C# (or any popular language) is used
They have 2D sprites and 3D models with animations
They aren't sure of what IDE to use
Based on this information how would they get images displayed onto the screen?
I imagine that a console window would be out of the picture. (Pun intended)
Yes, a console window would be out of the question :)
You need to access the built-in Graphics API. On Windows computers, this is DirectX. On other operating systems, it is typically OpenGL.
Both APIs are very cumbersome, and are completely different. Without a library you typically have to be in C/C++ to use them.
As far as IDEs it depends on what you are developing for. Visual Studio is fine for windows, others you need to find something that compiles for it (probably using gcc). Anything will work, its just standard native code.
Good luck!

Screen-scraping a directx program with c# [closed]

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I'm looking to create a bot like program and I'm looking to use a screen-scraper to retrieve data such as health which is numerical.
I have no idea how to accomplish this as most screen-scrapers are programmed in c++ as directx is most popular within that.
Is it possible to create a well working c# screen scraper for a directx program?
Thanks.
Outside of kernel mode, anything that can be done in C++ can be done in C#.
With that disclaimer out of the way please know that client-side bots don't work by actually screen-scraping and performing OCR. Instead they hook into DirectX's functions and record copies of the string text sent to DrawText, for example, or the vertices in the current world view graph and then work from there.
I've never really gotten into this area of programming so I can't give you any more specific advice, but I can tell you that you're in for an uphill struggle.
The alternative is just to use common Trainer/debugger techniques and map the memory of your target process. I assume you're targeting a game of some description, however said games often feature very heavy cheat-detection and prevention techniques and trying things out on a public server can get you banned for life (e.g. Steam's VAC).

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