Silverlight – Wildbunny

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This Sliding Bar can be switched on or off in theme options, and can take any widget you throw at it or even fill it with your custom HTML Code. Its perfect for grabbing the attention of your viewers. Choose between 1, 2, 3 or 4 columns, set the background color, widget divider color, activate transparency, a top border or fully disable it on desktop and mobile.

This Is A Custom Widget

This Sliding Bar can be switched on or off in theme options, and can take any widget you throw at it or even fill it with your custom HTML Code. Its perfect for grabbing the attention of your viewers. Choose between 1, 2, 3 or 4 columns, set the background color, widget divider color, activate transparency, a top border or fully disable it on desktop and mobile.

Silverlight

/Silverlight

Client->server communication using json, silverlight and php

By | March 31st, 2011|Categories: JSON, Server side, Silverlight, Technical|Tags: , , , , , , |

Hi and welcome back to my blog! This time i'm going to talk about some of the technology we created for our game PuzzleShare; the client->server communication system. The system we created uses silverlight on the client, but the code and techniques are applicable to all .net languages. In PuzzleShare we use this system [...]

Speculative Contacts – a continuous collision engine approach

By | March 25th, 2011|Categories: Collision Detection, Physics, Silverlight, Technical|Tags: , , , |

Hello and welcome back to my blog... Today i'm going to talk about a continuous collision detection technique called Speculative Contacts which has been employed in games such as Little Big Planet PS3 and PSP versions. First of all we need to answer some basic questions. What is continuous collision detection? Continuous collision detection attempts to solve the bullet through paper [...]

2d isometric land – breaking out of the grid update

By | March 18th, 2011|Categories: Collision Detection, Graphics, Physics, Silverlight, Technical|

Welcome back to my blog :) Ok, so i've realised i was a fool; i totally overcomplicated what you actually need to do in order to collide with a landscape composed of overlapping circles in part 1 and part 2. An email from Andre, the programmer on the gloriously pretty bunnibunni set me on the right [...]

2d Isometric land – breaking out of the grid part 2

By | March 1st, 2011|Categories: Geometry, Graphics, Physics, Silverlight, Technical|

Welcome back! In my last post i covered how to find the distance from a point to a circular arc-length, and how to computer intersection point, normal and penetration distance (assuming a circular collision shape). This time i'm going to cover how to actually generate all the arc-lengths from a map composed of overlapping circles. Mapping [...]

2d Isometric land – breaking out of the grid

By | February 23rd, 2011|Categories: Geometry, Graphics, Physics, Silverlight, Technical|

Hello and welcome to Wildbunny blog! In this first instalment i'm going to talk about bringing some simple technology to isometric 2d games to help them break out of the regular grid look which afflicts so many 2d games today,  on Facebook or otherwise. I've picked on Farmville here, but in fact even our own [...]