Categories
development graphics

Kitty Scratch – New iPhone game by PlaySys

Finally today we uploaded our new game for iPhone and iPod Touch. The name is Kitty Scratch and is a simple and funny 2D game in which you have to help a cat to scratch every furniture inside a home. The graphic is done by Elisa Cristantielli, a skilled artist, and the music is composed by me.lucaderiublog.blogspot.com_kittyscratch_review The game is actually waiting for the approval from Apple, but when ready you’ll find it in the AppStore at 0,79€.

Categories
graphics various

New 3d render

Here are some new renders we did some months ago at PlaySys This project is related to some hospitals and SPA. Our customers needed some pre-visualizations of his works inside some hospital spaces.  PlaySys
via Friuli 61
20135 Milano PlaySys
via Friuli 61
20135 Milano PlaySys
via Friuli 61
20135 Milano This project is focused on some deramy advertising. Our client asked us an artistic “touch” and a warm style. PlaySys
via Friuli 61
20135 Milano PlaySys
via Friuli 61
20135 Milano PlaySys
via Friuli 61
20135 Milano In this project we had to realize a simple package. We work for advertising and communication agencies and sometime someone needs a preview of it’s new packaging. #IMAGES HERE# This last project has a creative touch, it was a 6hands project dome by Mike Bacchin, Mona Anniina Taponen and me. Hope you like it PlaySys
via Friuli 61
20135 Milano

Categories
development graphics various

Quale versione preferisci?

PoolCat Il gatto sarà il protagonista del nostro prossimo gioco per iPhone e iPod Touch.

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graphics various

Intervista su 3D Again

Qualche giorno fa sono stato intervistato dallo staff del blog di 3D Again, clicca sull’immagine per leggerla.
Oltre alla lettura della mia intervista, consiglio fortemente la visione dei lavori presenti sul blog di 3D Again, davvero molto ben riusciti!
PlaySys
via Friuli 61
20135 Milano

Categories
development graphics various

How to Develop Apple iPhone and iPad application

IMPORTANT: WE CAN WRITE A CUSTOM STEP-BY-STEP TUTORIAL, RECORD A DETAILED VIDEO OR HELP YOU REMOTELY TROUGHT THE iPHONE DEVELOPMENT PROCESS.
CONTACT US FROM THE AGENCY WEBSITE:
www.playsys.it
I would like to write something about my experience as iPhone developer, because it was an interesting and useful experience.
I (or we, because it was a team work at PlaySys) spent about 30% of the development time to become registered Apple Developers, then we spent 20% to practically develop the App and then we finished with a long 50% to compile & upload it on App Store. 
lucaderiublog.blogspot.com_iPhone_Development_01 lucaderiublog.blogspot.com_iPhone_Development_02 
Yes, these were the timings, and it’s not a joke. I don’t want to say that Apple is wrong, it’s not great or other things like this, I want only to write about my experience, maybe it can help someone else.
Before starting I would like to thank two key people that made the development of this App possible: Andrea Benedetti and Valentina Oggioni. 
lucaderiublog.blogspot.com_iPhone_Development_03 lucaderiublog.blogspot.com_iPhone_Development_04  
So let’s begin! 
The ingredients of the recipe to obtain an iPhone App are:
– a customer
– clear ideas of the final result
– clear idea on what you’ll have to modify at the end of the project
– a skilled and motivated team (programmers+graphician)
– lot of motivation
– knowledge between Objective-C and Photoshop (not so much, the team will manage them, but to manage it you should know a bit of everything)
– XCode, iPhone SDK, Snow Leopard, a Mac and so on…
– a sad life to spend in a office, behind a monitor
lucaderiublog.blogspot.com_iPhone_Development_05
The first thing to do is to become a registered Apple Developer
, so you have to apply to be recognized by them. In this phase you have to prepare some legal/economical information about your agency, and have to prepare your bank account. This phase requested us about 2 weeks or maybe a little more because a little misunderstanding with Apple. 
lucaderiublog.blogspot.com_iPhone_Development_06
After this step you’ll have a new account to access at the registered developer area. You’ll find some good stuff there inside:
– iPhone SDK
– XCode

– Utilities
– lot of step-by-step guides and videos
– references, tech manuals and discussion areas 
lucaderiublog.blogspot.com_iPhone_Development_07
I suggest to read the more as possible about the process of development. It’s a bit different from Windows, were you download your copy of Visual Studio Express and the .NET framework, you develop and post your executable online somewhere. 
lucaderiublog.blogspot.com_iPhone_Development_08
Now with XCode you only limit is your imagination, and of course your budget and your knowledge
. In my specific case I can do more with a piece of rope. Helpfully Andrea helped us a lot, writing the 99.9 % of the code; the remaining part was completed by me with some //copyright information 🙂
Now some questions:
Q- Do I need some coding knowledge to develop this kind of App?
A- Of course a lot OOP knowledge is required.

Q- Do I need to know a lot about Photoshop or other graphic program? A- No. There is the Interface Builder that can visually help you to place in the canvas your elements. If you are planning to develop a videogame the answer would be completely different.
Q- Do I need an iPhone to develop my App?
A- No, at least at the beginning of the development. The device could be necessary depending on the App you are developing. For a simple calculator you can manage everything without an hw device. Remember that you can use an iPod Touch to develop App for the iPhone, at least if you don’t use the phone, the microphone, the camera and the 3G connectivity. 
lucaderiublog.blogspot.com_iPhone_Development_09 While your programmer is developing and your graphician is creating cool stuff, you as project manager, have to prepare the certificates.
It’s important to know that there are 2 different kind of certificates: Development and Distribution. The Distribution one is split again in 2: AppStore and Ad hoc. Remember that you don’t need only the certificates, you will need Provisioning file too. 
lucaderiublog.blogspot.com_iPhone_Development_11  
Working on this I understood this relation:
Certificates <–> OSX
Provisioning <–> XCode

and of course there is a connection between XCode and OSX 🙂 
lucaderiublog.blogspot.com_iPhone_Development_12
So start opening your Keychain and request a new certificate from Authority. This creates 2 keys, a private and a public. Choose a 2048 bit RSA encryption and save it on your desktop. Login on your apple developer page and go in the certificates area. Here you can create your first Provisioning certificate. Simply go in this section of the site, choose to create a new certificate, upload your request and everything will be done automatically.
Now you can save your certificate for provisioning. Do the same thing for the Distribution one. For the first time you need a simple in-house distribution: a distribution file that manage the connection between your device and the XCode project, so you can deploy the project on the physical hardware instead of the simulator. 
lucaderiublog.blogspot.com_iPhone_Development_13
Back offline add the certificate inside the keychain and the connection file insider XCode (or iTunes).
You’ll need to setup XCode for the “local” distribution, it’s not difficult and Apple has a nice step-by-step tutorial on the site.
Remember to create at least 2 icons for you App: a 57×57 and a 512×512. These will be very necessary to publish your app on the AppStore.
When you finished your development the troubles will arrive 😉 
lucaderiublog.blogspot.com_iPhone_Development_14  
I really dunno why, but we encountered lot of terrible problems in the last part of the development. It was really frustrating and we loose lot of time: Apple’s automatic system rejected our zipped App, saying it was not signed with a proper certificate. Searching online I found hundred and hundred post about lot of developers that encountered our same troubles. Of course the certificates were valid, we were sure about this, like the other developers were sure about theirs. 
lucaderiublog.blogspot.com_iPhone_Development_15
As said I don’t know what happened: someone solved this reinstalling XCode and the SDK, someone create a new project and pasted inside the main work and we, after 7 hours of desperate things solved in this way:
– we inserted a jpg image in Interface Builder
– we compiled the project
– we removed the jpg
– we recompiled again
– worked! 😀 
lucaderiublog.blogspot.com_iPhone_Development_16
I think there is an unknown bug inside the website App validation, something that sometime works and sometime not.
We tried with the jpg because watching inside the compiled App we noticed some png files were damaged during the compile process.
This was a simple App, but we are planning a new one in these days and I hope not to encounter these frustrating bugs.
Enjoy App development, it’s really fun and interesting! lucaderiublog.blogspot.com_iPhone_Development_10  IMPORTANT: WE CAN WRITE A CUSTOM STEP-BY-STEP TUTORIAL, RECORD A DETAILED VIDEO OR HELP YOU REMOTELY TROUGHT THE iPHONE DEVELOPMENT PROCESS.
CONTACT US FROM THE AGENCY WEBSITE:
www.playsys.it

Categories
development graphics various

New web site – flash html and mobile (iPhone) version

Yes! we are online with a new website, social network, documents and mobile version.lucaderiublog.blogspot.com_sito_playsys_1
lucaderiublog.blogspot.com_sito_playsys_2 lucaderiublog.blogspot.com_sito_playsys_3 lucaderiublog.blogspot.com_sito_playsys_4
Main Web Site
The new payoff is clear and direct: The wire between virtual and real. What are these “wire”, “virtual” and “real”?
It’s simple: the wire is a link, a connection, a “bridge” that keeps constrained the virtuality and reality. The virtual is everything is done with the computer or every idea inside your head and the real…it’s Matrix 😉
Our work is to take your real idea and to construct a virtual project. At the same time, you can consider your idea a virtual concept, not yet realized…we can help you to make it real!lucaderiublog.blogspot.com_sito_playsys_2
The web site is hosted on our www.play-sys.com. We have a index.php, that contains a device recognition and relative redirection to the proper html page. This is useful because iPhone, iPad and iPod Touch devices have some troubles with flash player.
The main page is constructed with Adobe Flash (player version 8 + Action Script 2). Our swf is inserted in the page, using Adobe Dreamweaver…simple, quick, cool.
lucaderiublog.blogspot.com_playsys_mobile
The graphical idea behind the site is something clear, with little text, big renders and images. The site is English language only: who works in this business should speak it, and it sounds better than Italian.
We activated some extra sections:

PlaySys Tech
is a series of simple html pages that explains some technical things behind our work. Actually it’s in Italian because I started these pages some months ago, when we had the previous website version (the actual one is 5.3). Dunno if I’ll translate them, Italian language is better when speaking technical facts to Italian customers.lucaderiublog.blogspot.com_playsys_tech
http://www.play-sys.com/playsystech/index.html

PlaySys Legal
This is really important, it’s the work done by our lawyer staff (that costed lot of money) and that guarantee our legal shield in the case of stolen data, pictures grabbing, pdf sharing, images extraction, watermark removal and so on.lucaderiublog.blogspot.com_playsys_legal
http://www.play-sys.com/legal/playsyslegal_index.html

Facebook Page
We created a Facebook page to connect all our friends and customers, and to let them discuss about us. This raise our “transparency” that is one of our most important aspects.lucaderiublog.blogspot.com_playsys_facebook
http://tinyurl.com/playsys-facebook

Youtube Channel
Of course a Youtube Channel is important to explain our projects, and to explain what we can do with CG. A video explains things better than thousand words.lucaderiublog.blogspot.com_playsys_youtube
http://www.youtube.com/user/playsysstudio

PDF
Each section of our web site has a downloadable PDF file, that contains lot of images, descriptions and so on. Image extraction and PDF disassembly is strictly forbidden: they must be used for personal reference and for PlaySys future references.
http://www.play-sys.com/downloads/PlaySys_3D_Portfolio.pdf
http://www.play-sys.com/downloads/PlaySys_Publishing_Portfolio.pdf
http://www.play-sys.com/downloads/PlaySys_Development.pdf

Categories
development graphics

PlaySys Renderer

lucaderiublog.blogspot.com_traguardo
Finally, after a long development period we are near to the end 🙂
I’m speaking about our new internal renderer, based on a hybrid CPG+GPU technology. Our system can manage complex scenes with a scalable quality, based on your hardware configuration and on your quality/timing needings.
The engine is based on a triple core (realtime, raytrace and unibiased) and innovative solutions for the “recycle” of precomputed data. The last one was the most difficult part, in fact we had to define a way to reuse the information obtained by a previous computation. One smart thing is the emission power, that is always equal to the sum of all the energies variation in the scene.
The realtime engine is still not stable and is the most raw thing in the entire software. We are spending lot of time in the translation of material parameters between realtime and offline.
We have no direct link between 3ds Max and the engine, at the moment we are working with some obj files. lucaderiublog.blogspot.com_Nvidia_Logo Finalmente, dopo un lungo periodo di ricerca e sviluppo, siamo in dirittura d’arrivo.
Mi sto riferendo ovviamente al nostro nuovo renderizzatore interno, basato su tecnologia ibrida CPU+GPU, in grado di elaborare scene complesse con una grandissima rapidità. Oltre alle normali caratteristiche, il motore vanta di un triplo core (realtime, raytrace e unibiased) e innovative soluzioni per il “riciclo” delle scene già elaborate. Il passaggio più complesso è stato ottenere una serie di dati riutilizzabili dall’engine. In pratica il motore frammenta la scena e suddivide il numero di poligoni, rendendoli conformi alla risoluzione dello schermo. Successivamente viene calcolata l’emissione di energia da ogni singola fonte luminosa e il dato finale equivale sempre alla sommatoria delle emissioni. In questo modo possiamo modificare i parametri dopo aver eseguito il render.
Per quanto riguarda l’engine realtime stiamo facendo diversi passaggi per consentire l’interpretazione ed elaborazione degli shader. Attualmente si tratta del modulo più grezzo del software e la stabilità è ancora molto bassa.
Infine manca completamente un esportatore diretto da 3ds Max. Per il momento stiamo elaborando file in formato obj.

Categories
development graphics

PLAYSYS | Q(af)SSS

This is the implementation of the shader I developed two weeks ago. It’s a complex node system, obtained in Autodesk 3ds Max, mental ray and Slate ME. The original image measures 28.347 x 21.261 pixels (603 Megapixels) and required less than a day to be rendered on one of PlaySys’s dual Xeon E5345 @2.33 Ghz machine. The image has been resized a little, but you can still appreciate it’s details (and a small error, try to search it ;)) Turbina with PlaySys Custom Shader

Categories
development graphics

P.UV.E. – A simple script

There are really complex and really useful scripts, like TexTools, SolidRocks, RappaTools, SnowFlow, Batch Camera Render and lot other, and there are sometime
simple scripts that can do a single operation, apparently stupid, in short time.

This is the case of P.UV.E. a simple/stupid 200 kb script I wrote yesterday
and that let me save lot of time (or at least, lot of click).

The script simply extract a 2048×2048 UV texture from a selected object, it
does nothing more and nothing less. It’s force is in the simplicity and in the
quick accessibility. It is fired from a button on my UI and permits me to save
an UV in 1 click respect the traditional method that requires 7 clicks. You can
say that I’m lazy, and sometime it’s right, but when I have to manage about 250
UV per day, this become a useful thing.

probably this is one of the most stupid thing I developed in the latest
months, but I think I’ll use it more than other things I did in the past(except DMRB) 🙂

Categories
development graphics

Quick (and fake) Sub Surface Scattering

After a really long time I finally found a way to obtain a shader as it’s in my mind. It’s like a sound for a musician, it’s really clear in my mind but I was not able to find the correct way to represent it. I got this idea while I was rendering one of our project that you can see here. PLAYSYS TURBINE PROJECTlucaderiublog.blogspot.com_turbine The idea is to obtain a sort of Sub Surface Scattering effect, without using it’s computation.
In Mental Ray I found a really cool way to mix the parameters that gives me the possibility to forge it. There are some things I need to fix to improve the usability, and after these I will add the DirectX shader support (with Mental Mill). The cool idea is to redistribute it as a custom .mi .dll and .xmsl shader suite. MY TRANSPARENT MATERIALlucaderiublog.blogspot.com_d3vSSS STANDARD TRANSPARENT MATERIALlucaderiublog.blogspot.com_simple_transparence I’m still working on it, this is a simple screen of how the shader network looks at the moment. I have to say that the new Slate Material Editor, introduced in Autodesk 3ds Max 2011, helps me a lot. lucaderiublog.blogspot.com_D3vShaderV2