What is this animation and how to create it? [closed] - animation

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Closed 9 years ago.
I visited lofavor website and I saw a very cute animation there. Can someone tell me what is this animation? It's obvious that it's not flash or JavaScript animation. The element is SVG. But how can I create an animation like that with SVG?
It is a little complicated animation than simple Rotate, Translation or Scaling. Please give me any tip or keyword to have a research on this. Do I have to code all the transitions or is there any WYSIWYG way to do this?

It's SVG Transform animation and yes you have to code it. For more information you can check SVG Transform.
If you check the DOM element, which I think you did, you would see g elements with transform attribute and a matrix which defines the Rotation, Translation or Scale.
There is also a masking technique for that red ribbon which rolls at first. A good start to work with SVG is SVG Essential book.

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Broad Question - fluid SVG Line Drawing Animation

This is a very broad question, and I understand if this is taken down.
Anyhow, I'm looking to animate the water in the following still SVG image, and I'm wondering what advice you may have? Kinda looking for a wiggle effect, and although I originally planned to manually animate each path, I'm wondering if there's any tools out there (that a simple google search hasn't revealed for me).
Looking forward to any creative solutions, and many thanks!

HTML5 canvas game performance vs. alternatives [closed]

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Closed 8 years ago.
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I am starting development on a HTML5 game using the canvas. Things are going alright so far, but I have some things I am a little puzzled on, mostly having to do with performance of such game. So instead of me running into a bunch of problem deep down the development process, I would be grateful to find out now.
I have before worked in languages such as OpenGL and learned how important it is to render things in an efficient order, this is something that can give a factor of hundreds better performance than just randomly drawing stuff to the screen switching back and forth between textures/shaders etc. Is this something I should keep in mind with a canvas game, or will things automatically be queued up and rendered in an efficient order?
It is going to be a 2D game, but with quite a few objects on the screen, and most of them dynamically desaturated and changed in brightness (filters). Is performance going to be a serious problem?
What are the alternatives, any javascript game-engine that can help performance? Am I going to get a performance boost by switching to WebGL even though standard canvas has hardware-acceleration?
Yes, you'll get a big performance boost with WebGL.
Consider using the excellent 2D rendering system called Pixi.
It renders sprites to WebGL with a fallback to Canvas.
Or, you can make your own low-level WebGL sprite rendering system using game-shell and gl-modules. gl-now is a good entry point into these modules. You can use them to build your own game engine.
Phaser, is an complete HTML5 game engine that currently has a lot of traction, and uses Pixi under the hood for rendering. A better place than Stackoverflow to look for help about all these issues is http://www.html5gamedevs.com.

Accent remains separated in NSTextView while typing [closed]

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Closed 10 years ago.
I use NSTextView in my Cocoa app. I press Option-E, the text view displays an acute accent in a yellow highlight box, indicating that it is marked text, rather than final input. When the I type the next character, the text view must display it as a single accented character but it doesn't. For example
Why?
UPDATE: here are my steps:

Drawing atop a scrollable, zoomable image in Qt

I'm sorry if my question is somewhat vague. It's been a few years since I did anything with Qt, and back then I never did any fancy image stuff. What I'm asking for below is just some general suggestions on which classes to consider using. I'm trying to avoid barking up the wrong tree from the very start.
The situation: I'm writing a Qt-based program in which I need to display a somewhat large (let's say 5000x5000) raster image. The user should be able to zoom (quickly) in and out, and pan around the image in a way similar to for example Google maps. So far, this is not very different from the Qt ImageViewer example, except perhaps for the requirement that zooming happens quickly. However, I need to draw on the order of 50k simple geometric shapes (let's say circles) on top of the image, and be able to add and remove some of these in a simple way. The circles should have the same size no matter the zoom level, and should thus either be redrawn whenever the user zooms, or should be drawn with vector graphics. Think of the circles as map annotations. These should look the same at any zoom level, and also behave nicely with respect to panning.
I guess my question is twofold:
Can Qt draw vector graphics on top of a raster image?
In general, which classes should I consider for the above?
Thanks in advance. I don't like answering vague questions myself, but maybe someone with experience with Qt's graphics capabilities has an answer.
I suggest you use QGraphicsView and friends for this. It helps handling all the view/world transformation and the vector items can be achieved with various QGraphicsItems.
You can change the sizes of the items whenever the zoom level changes to maintain constant apparent sizes.

Mac - Max Texture Size for compatibility? [closed]

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Closed 10 years ago.
I have an OpenGL based game for the Mac.
Mac OS X 10.5 compatibility required, going back to pretty much any Mac that can reasonably handle Leopard, going back to G4 Powerbooks.
I'm building my sprite sheets/texture atlases, for feeding to OpenGL, and need to set a maximum texture size.
Q. What's the maximum texture size that a 5 year old Mac can reasonably accommodate? Would I be safe making my sprite sheets 1024x1024?
Q2. Would all such hardware be able to handle non-power of two textures?
Cheers.
[edited]
I found the following (very useful!) resource:
http://homepage.mac.com/arekkusu/bugs/GLInfo_1058.html
From this list, supporting 10.5.8 as a minimum requirement, it would appear that everything I need the game to run on supports a maximum texture size of 2048x2048, which makes me very happy, as the use of larger sprite sheets negates the need for NPOT textures.

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