Game Development Reference
In-Depth Information
Using standard libraries
If you are developing a website that features the same characters in
several different settings, then you may benefit from the use of standard
libraries. Because website data can be cached on the local hard drive,
you can load a character once and then know that future loads are likely
to place from the cached version of the file. Separately loading
background and sound resources means that your character can be
involved in many locations without the requirement to download the same
data several times. A similar technique can be adopted for any regularly
used resources such as fonts, buttons and sounds. If such resources are
embedded into each file that uses them and the typical visitor to the site
visits three areas, then single file loads will force the user to download the
same data three times.
Providing the low bandwidth user with a web experience that is
entertaining and holds their attention places heavy demands on the
developer. It is well worth adopting some of the methods indicated,
otherwise your visitor will click the back button and all the work you have
done will never be seen.
Toon3D compression
Toon3D can make use of loading screens and if the user switches to a
scene that is not currently loaded then the developer has the option to
choose which pre-loading scene to display. Toon3D plays within the
browser via an ActiveX control, which takes its data from a single file. This
file has a header that informs the ActiveX about the remaining data.
Number of scenes
[Number of scenes (only read if previous byte has bit 7 set)]
Use scene 1 as load scene
Byte length of scenes (4 bytes * number of scenes)
Using this header, the control soon knows how to display the data. If the
first 4 bytes are not the ASCII characters 'T3DX', then this is not a
compressed Toon3D file suitable for Internet distribution. Byte 5 stores the
number of scenes. If bit 7 of this byte is set, then the total number of
scenes is calculated using the next byte as the low order byte and the
current byte with the bit 7 set to zero as the high order byte. The next byte
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