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HomeHomeDigitalRune Sof...DigitalRune Sof...Game EngineGame EngineUsing DigitalRune to solve the big pictureUsing DigitalRune to solve the big picture
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4/27/2012 9:38 PM
 
aidesigner
No Ranking

Joined: 4/27/2012
Posts: 8
Using DigitalRune to solve the big picture 
I am evaluating DigitalRune and I am new to game development.  I am an experienced C# developer that has just learned XNA.  I am a aware of tools like blender/maya, but have never utilized them.  I have also found some 3D resources for random items like superman (http://thefree3dmodels.com/stuff/characters/superman/14-1-0-387).  In your samples/tutorials, functionality like character animation and GUI development are impressive and make sense.  However I am having trouble with the big picture and hence the question below.  Please keep in mind my experience level when answering.

Question:
Lets say I want to have your Dude Avatar sitting on a chair, located on a grassy/mountain-es island, during sunset.  The Dude is having a conversation with Superman sitting on a couch opposite the chair.  With just VS2012/DigitalRune setting up such a scenario eludes me.  I was hoping the experienced developers could give some advice, resources, tutorials to make this happen.  Below are some specific question, but any information would be beneficial.

1)  What is the best DigitalRune approach of making terrains (island/ocean) quickly.  I do not believe DigitalRune has classes like CreateTerrian or CreateLandCover.  I am not familiar with making geometries/meshes if that is what is required.

2)  How can I get Dude and Superman talking with corresponding facial/mouth movements?

3)  How might you go about finding a chair resource and getting Dude to sit down in it smoothly.

4)  How do I establish the sun as a lighting source on the scene?  Do I need to wait for the upcoming graphics component for such functionality?

Thanks,
 
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4/28/2012 2:59 PM
 
MartinG
7th Level Poster

www.digitalrune.com
Joined: 10/15/2006
Posts: 448
Re: Using DigitalRune to solve the big picture 

To solve 1) - 3) you need to have a good knowledge of a 3D modelling tool (Blender, Maya, SoftImage, etc.):
You need to learn the basics of modelling and animation. Then you need to learn how to export models and animations from the 3D modelling tool into a format which is supported by XNA.
On the coding side: You need to learn how to import models and animations in XNA and how to render models and playback animations at runtime. XNA and our engine supports loading of models and animations. In some cases you will want to extend the existing mechanisms (e.g. the XNA content pipeline) or create your own solutions.

Once our engine and our Game Editor are complete, things will be easier. But until that point a lot of coding on your part is required to create a full game.

1) If you want to make a terrain quickly, I recommend you create a terrain model in a 3D modelling tool. You could also download/buy an island model on the web. But in most cases you will still need to adjust the model in 3D modelling tool before it can be used in a game.

2) To do facial animation, you need to first learn how to create skeletal animations and/or blend shape animations in your 3D modelling tool. In the modelling tool you can create the complete animation (e.g. the complete dialog). Then you need to find a way to export the animations, so that they can be loaded at runtime. XNA and DigitalRune Animation support skeletal animations - but there is still a lot of coding required to make this work. Blend shape animations, most commonly used for facial animations, are also possible, but require even more coding and understanding of meshes in XNA.

3) I would model or buy a chair model, then load both the chair and the Dude model in the 3D modelling tool. In the tool you can create the required animations. Then, again, you export the animation and play it back in XNA.

4) You do not need to wait for DigitalRune Graphics to render a light source and a model. Using XNA you can render a model using the Model class and the BasicEffect. Using the BasicEffect you can set the sun light as a DirectionalLight.

In DigitalRune Graphics things will be alot easier: You will be able to define a camera object, light sources, models, and the graphics engine will automatically render the scene.

If you want to do everything on your own, you basically need to be modeller, animator, and coder. These are a lot of roles to fill. But that's the life of a hobby or indie developer. ;-) 
But game development can be learned step by step; and you can create meaningful experiences without the advanced stuff (like facial animation).

_____
Note: I'd be wary about the 3D resources link you provided. The description of the Super-Man model says "Superman from 'Mortal Kombat vs. DC Universe'.". I doubt that you can legally use a model from another game. I recommend sites such as http://www.turbosquid.com/, which provide clear license terms.

 
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4/29/2012 2:45 AM
 
aidesigner
No Ranking

Joined: 4/27/2012
Posts: 8
Re: Using DigitalRune to solve the big picture  Modified By aidesigner  on 4/29/2012 2:47:36 AM
Thank you, that was very helpful, and I have much to learn.  If I may, I added a few follow-up questions that target my exact objective.  Due to your response, I will start with just a Dude and a chair.  I am trying to build a client(PC) server(XBOX) relationship.  At first the PC will just issue 2 types of commands to the XBOX.

1) Command1: Speak a phrase (Argument specified).  Since the phrase can be anything, I cannot use a predetermined animation.  Will you create or does a library exist to dynamically animate the face to speak an arbitrary phrase?

2) Command2: Return to chair.  The character will walk around randomly until this command is received.  When the command is received, Dude will take the most efficient path to the chair and sit down.  Here again a fixed animation does not seem to have the necessary flexibility.

3) I was highly hopping to have the XBOX-server and PC-client communicate via WCF.  However my research thus far seems to indicate roadblocks in communication.  Can you recommend the best way to form a communication channel.  I imagine the XBOX is very protective/limited in this area.  Can DigitalRune and Game Networking provide some help?

4) Do you hope to have both Graphics Engine and Game Editor out in 2012?  I have decided on your excellent product and will adjust my development around your approximate roadmap.

Thanks Again,
 
New Post
4/29/2012 10:28 AM
 
MartinG
7th Level Poster

www.digitalrune.com
Joined: 10/15/2006
Posts: 448
Re: Using DigitalRune to solve the big picture 

1) We have no plans, nor the know-how, to build a library for "facial animation synthesis". I am sure there are existing libraries out there, but chances are that these libraries are C/C++ and rather expensive.

2) In this case you need create individual animations for the required states: "stand", "walk", "turn left", "turn right", "sit", etc. At runtime you can transition dynamically from one animation to another. DigitalRune Animation supports animation blending, which is required to play multiple animations at once or transition smoothly from one animation another.

3) Networking is very limited on the Xbox. In particular, a finished XNA game on the Xbox cannot communicate with a PC.
For more information check out: Prerequisites for Developing Xbox LIVE Multiplayer Games on Xbox 360.
The App Hub Forums are better suited to help you with networking-related question.

4) The DigitalRune Engine will be out in 2012 - we are currently finishing the graphics library and it will be available in the near future.
We haven't yet defined a roadmap for the Game Editor. (Sorry, but I currently can't give you more detailed information.)

 
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