What is Node.js?
One of the things that I like about building Windows Store apps using Visual Studio 2012 is the availability of several rich and useful templates. One of my favorites is the Grid App template, which demonstrates how to build an app with a hub page listing grouped items in a ListView control, a group details page, listing information about each group, and an item details page, for information about specific items.
In part 1 of this post, I showed how to create a SQL database in Windows Azure, create a schema for adding leaderboard functionality to a game, create an Entity Framework model for the database, and then create and test a WCF Data Service on top of the model that provides a rich REST-style interaction model with great query support via OData. If you have not yet read part 1, you should do so before continuing.
OK, perhaps not everything…but certainly all the options for developing great games on Windows 8.
Bob Familiar, who manages some of my fellow Technical Evangelists on our East Region team, managed to find time between updating SharePoint and emailing Excel files to do some really thorough research on the state of game development for Windows 8, and shares his results on his blog:
[This is part 7 of an ongoing series of posts examining the HTML5 Canvas element. In Part 1 of this series, I introduced Canvas and prepared a template to make further explorations a bit simpler, and also introduced JsFiddle, a neat tool for experimenting with and sharing web code. In Part 2, I demonstrated the ability of Canvas to allow your page background to shine through, and showed you how to render simple shapes on the drawing surface. In Part 3, I showed how to draw paths and text in Canvas. In Part 4, I showed how to transform the drawing context and scale, rotate, and skew your drawings. In Part 5, I introduced basic animation concepts, including the animation loop. In Part 6, I demonstrated some techniques for managing multiple animated shapes in your Canvas implementations.]
As you start working with HTML5 Canvas, one of the things that you may discover is that the more things you’re drawing, the more likely it is that you will run into performance issues, particularly if your code is not optimized. This is also true the larger your canvas gets, which may especially impact full-screen games or similar implementations.
Abstract: In today’s episode Developer Evangelists Andrew Duthie, Brian Hitney and Peter Laudati recap the “Rock, Paper, Azure” – (#BeatTheGu) challenge from this year’s TechEd as well as how they built a Windows 8 App for the competition. Tune in for this lessons learned session on what considerations and features Andrew took into the design of the app. Continue reading Microsoft DevRadio: Developing a RockPaperAzure Windows 8 app
[This is part 6 of an ongoing series of posts examining the HTML5 Canvas element. In Part 1 of this series, I introduced Canvas and prepared a template to make further explorations a bit simpler, and also introduced JsFiddle, a neat tool for experimenting with and sharing web code. In Part 2, I demonstrated the ability of Canvas to allow your page background to shine through, and showed you how to render simple shapes on the drawing surface. In Part 3, I showed how to draw paths and text in Canvas. In Part 4, I showed how to transform the drawing context and scale, rotate, and skew your drawings. In Part 5, I introduced basic animation concepts, including the animation loop.]
The Part Where Things Get Messy
Now that you know how to get a shape moving across the screen, you’re probably wondering what’s next. Well, the truth is that the animation code we looked at in the previous installment of this series was fairly primitive, and if we tried to scale it to an animation or game with many shapes, we’d be writing a LOT of repetitive code, and we’d soon end up with a very messy batch of spaghetti.