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[ANNOUNCE] AltSDK: AltPaint - Paint.NET based Professional Painting Application and UI Control (Unity UI & NGUI) 

Unity 3D, XNA & MonoGame, OpenGL, Silverlight, Windows Forms, GTK, PC & PCL
 
We are glad to announce the AltSDK new wonderful Professional Painting solution - AltPaint. We started this work more than a year ago (at the end of 2014). And now this work at the finish line. This solution is available as itself (as based on AltGUI) and for the new Unity UI (uGUI) and NGUI developers. Just use it as any other visual control. Also AltPaint features can be used without any GUI.
 
 
 
About
 
AltPaint is a multiplatform full-featured image and photo editing powerful solution that gives you a possibility to work with through an intuitive and streamlined innovative user interface with support for layers, undo/redo, blending,  transparency,  a wide variety of useful and powerful tools and coming soon special effects. Whether you just want to touch-up your photos before you share them with friends or you need high-quality images for another type of project, this program will get you where you need to go.
 
Nice interface: This app presents all of the tools you need to create beautiful images in a clean and accessible way. Most of these are arrayed around the main working window, while others are contained within their own views.
 
Lots of tools: Whether your project involves adding layers, introducing text, or using coming soon filters and effects to get the look you're going for, you'll find what you need in this program. There are more options in all of these categories than you'll probably ever use, giving you the ability to create just about anything you could imagine.
 
No extremes: AltPaint is a good option for intermediate users. It isn't quite accessible enough to make it the right choice for users who have no experience with photo editing programs, and it doesn't offer all of the advanced features that experienced users will be looking for.
 
Layers for text: While this solution does let you introduce text into your images, you have to create it in a separate layer if you want to be able to move it around or experiment with it as you work. This may not be a huge inconvenience, but it does add an extra step to a lot of projects.
 
AltPaint supports numerous common file formats:
  • BitMap Picture (BMP)
  • Portable Network Graphics (PNG)
  • JPEG (JPG)
  • Truevision TGA (TGA)
  • Tagged Image File Format (TIFF)
  • Graphics Interchange Format (GIF)
  • More coming soon…
 
Features
 
Simple, intuitive, and innovative user interface
 
Every feature and user interface element was designed to be immediately intuitive and quickly learnable without assistance. In order to handle multiple images easily, AltPaint uses a tabbed document interface. The tabs display a live thumbnail of the image instead of a text description. This makes navigation very simple and fast.
 
Performance
 
Extensive work has gone into making AltPaint the fast image editor. You can expect AltPaint to start up quickly and be responsive to every mouse click.
 
Layers
 
Usually only found on expensive or complicated professional software, layers form the basis for a rich image composition experience. You may think of them as a stack of transparency slides that, when viewed together at the same time, form one image.
 
Powerful Tools
 
AltPaint includes simple tools for drawing shapes, including an easy-to-use curve tool for drawing splines or Bezier curves. The Gradient tool has been cited as an innovative improvement over similar tools provided by other software. The facilities for creating and working with selections is powerful, yet still simple enough to be picked up quickly. Other powerful tools include the Magic Wand for selecting regions of similar color, and the Clone Stamp for copying or erasing portions of an image. There is also a simple text editor, a tool for zooming, and a Recolor tool.
 
Unlimited History
 
Everybody makes mistakes, and everybody changes their mind. To accommodate this, every action you perform on an image is recorded in the History window and may be undone. Once you've undone an action, you can also redo it. The length of the history is only limited by available disk space.
 
 
Tools
 
At the bottom of the working window there is where tools are chosen.  Clicking on a tool icon makes that tool active and able to used to edit the image.
 
Selection Tools
  • Rectangle Select - Use this tool to define a rectangular or square selection region. This tool is covered in detail in the Shape Selection Tools section.
  • Lasso Select - This tool is used to create a freeform selection region. For information on how this tool works, see the Shape Selection Tools section.
  • Ellipse Select - This tool makes elliptical or circular selections. To find out how to use this tool, see the Shape Selection Tools section.
  • Magic Wand - The Magic Wand Tool is used to select areas of the active layer that are similar in color. This tool is covered in detail in the Magic Wand section.
Move Tools
  • Move Selected Pixels - This is used to move pixels that are in the layer or current selection.
  • Move Selection - You may use this to move or modify the selection outline without affecting any pixels in the image.
View Tools
  • Zoom - This tool is used to zoom in, zoom out, or zoom the whole canvas around a particular region.
  • Pan - This tool scrolls, or pans the image. This functionality is also usable from any other tool at any time: hold down the spacebar and then click and drag with the mouse.
Fill Tools
  • Paint Bucket - This tool fills areas of similar color with a different color. For more information on this tool, visit the Paint Bucket Tool section.
  • Gradient - The Gradient Tool allows the drawing of gradients (a gradual blend of one color to another). Several formats and shapes are supported. The Gradient Tool also has a transparency mode, which is useful to "fade" or "blend" two images together. The Gradient Tool is covered in detail in the Gradient Tool section.
Drawing Tools
  • Paintbrush - This tool is selected by default when AltPaint starts. It is used to create stripes of color just like a paint filled brush would do, hence the name. This tool is covered in detail in the Paintbrush Tool section.
  • Eraser - As the name suggests, this tool erases or removes areas of the image by setting the opacity, or alpha, of the pixels to 0.  This tool is discussed in detail in the Eraser Tool section.
  • Pencil - This tool allows editing of the active layer on a pixel-by-pixel basis. See the Pencil Tool section for more information on this tool.
Photo Tools
  • Color Picker - Use this tool to "pick up" a color from the active layer and set it as the current Primary or Secondary colors. See the Color Picker Tool section for more information on how this tool works.
  • Clone Stamp - This tool is used to copy regions of pixels between different layers, or within the same layer.  For a detailed discussion on how to use this tool, visit the Clone Stamp Tool section.
  • Recolor Tool - The Recolor Tool replaces one color with another. More information can be found in the Recolor Tool section.
Text and Shape Tools
  • Text Tool - This tool places text on the active layer. Find out how to use the Text Tool in the Text Tool section.
  • Line/Curve Tool - Draw straight or curved lines on the active layer with this tool. More can be found on this tool in the Line/Curve Tool section.
  • Shape Tools - This is used to draw a number of predefined shapes.
 
Layers
 
Layers allow an image to be composed from a stack of images that are blended together. AltPaint supports many layer blend modes, layer transparency and reordering of layers.
 
 
Unlimited History
 
Every editing action performed on an image is recorded in the History window.  The History list makes undoing actions as simple as clicking on a previous entry in the list.
The number of actions stored in an editing session is limited only by available memory.
 
 
Open & edit multiple images
 
AltPaint is able to simultaneously open multiple images and uses a tabbed document interface. Instead of a piece of descriptive text, the current document active tab display a live thumbnail of the open image.
 
 
Follow the news here, on the AltSDK main forum and in AltSDK Social Space...
 
 
AltSDK Social Links:
 
 
You can look at some screenshots presented below and much more in AltSoftLab Screenshots Gallery
 
AltPaint
 
AltPaint History & Layers Panels Off
 
AltPaint All Panels Off
 
AltPaint Rullers Off
 
AltPaint Large Resolution
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Posted by Admin Saturday, June 4, 2016 9:24:00 PM Categories: News Releases
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Supported engines 

Unity 3D, XNA & MonoGame, OpenGL, Windows Forms, GTK, PC & PCL

Hi dear customers,

After the some brain storms and a lot of hard work before the next coming release we decided to limit AltSDK supported platforms (engines) for the nearest future because there are some of previously supported platforms are not popular, but supporting them requires a lot of efforts.

So AltSDK will be supported by backends and integrations for:

  • ​Unity 3D
  • XNA & MonoGame
  • OpenGL
  • Silverlight
  • Windows Forms (OS windows backend) - coming soon
  • GTK (OS windows backend) - coming soon
  • Google Native Client - coming soon

NeoAxis, OGRE (MOGRE), Axiom 3D, Irrlicht, SDL, Qt, WPF, WxWidgets, DirectX will be not supported for the nearest time. But you can create your implementation by your self.

AltSDK as usualy will be distributed in 2 assembly versions:

  • .NET 2.0 assembly (used mainly in Unity all editions, etc.)
  • .NET 4.0 PCL universal assemply (useful for PC, Silverlight, Mobile Platforms, etc.)

 

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Posted by AltSoftLab Team Sunday, November 29, 2015 1:23:00 AM Categories: News Releases
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AltGUI 1.00 - Alexandra 

Just Draw It!

Unity

Hi AltSoftLab Community!

AltSoftLab Team is pleased to present our AltGUI Framework based (and included in AltGUI SDK) on the AltSketch Vector Graphics Library with integrations into new Unity UI & NGUI as independent powerful controls. So now you can forget about font atlases, vertex and texture buffers and too much complicated mathematics! Just Draw your controls with pens & brushes! Make control updates (redrawing) only when it's realy needs (not every frame)! Use a wide variety of powerful libraries (HTML, SVG, Chart/Plot, advanced Text Editors, interactive GIS with trackings, Geometry Transformations, etc.) that already exists in AltGUI SDK & create/port the new ones! And the one of the main features of AltGUI is: you can create AltGUI Control once and use it without any modifications and adaptations in new Unity UI & NGUI! All AltGUI functionality can be used in new Unity UI & NGUI without any modifications! Also you can create and test AltGUI controls without Unity Editor as separate application (because AltGUI Core is not depends on any integration and backend UI) and then use it in Unity. And of course you can use AltNETType (our port to .NET of FreeType font engine - you can no more to care about native FreeType libraries on different platforms) dirrectly on the fly creating all characters of TrueType fonts of any language and any glyph variety; native formats image load/save and transform operations; ZIP-ed virtual file storage; and many more other features. Please look down into more details.

AltGUI Full SDK is already available on AltSoftLabAltGUI Unity SDK will be available soon on Unity Asset Store. Unity SDK is a subset of Full SDK, but has the same pricing. AltGUI Full SDK is available on private GitHub and can be upgraded more often and quickly (not requires Unity Asset Review). If you prefer to have not only Unity Integration or you want to use AltGUI SDK directly (not as Unity application) on Silverlight, Mobile platforms, another graphics engines or just in target .NET 4.0, it’s recommended to buy AltGUI Full SDK. Please look more into differences of Unity and Full SDK on AltSoftLabDevelopers who alredy have AltSketch SDK can upgrade licenses to AltGUI Full SDK on AltSoftLab.

AltGUI Demo contains hundreds of examples of AltGUI & AltSketch in different ways of uses. There are several Unity Web Demos on AltSoftLab representing AltGUI features:

  • AltGUI Unity UI Integration Web Demo
  • AltGUI NGUI Integration Web Demo
  • AltGUI Native Web Demo

Some screenshots are represented below. Look more in AltSoftLab Screenshots Gallery

 

AltGUI & AltSketch DESCRIPTION:

AltGUI & AltSketch are pure C# CLS compliant 100% managed .NET 2.0 Subset (PCL .NET 4.0 version of assemblies are available only in AltGUI Full SDK), without unsafe blocks GUI Framework and Vector Graphics Library with Software and Hardware Render Backends for Games, Scientific Applications & other uses of Computer Graphics. All core functionality collected in two lightweight libraries AltSketch.dll and AltGUI.dll. It depends only on System assembly and has own Alt.Data & Alt.Xml multiplatform realizations.

AltSketch has System.Drawing like program interface and Software & Hardware Render Backends (solid and texure AA visual data triangulation), contains a subsystem AltNETType - port of wonderful font rendering library Freetype (not need any predefined font atlases with limited chars amount/size/style) and subsystem AltNETImage for Image manipulations (loading, saving, transformations). With AltSketch you can load any fonts or images in a popular graphic formats on the fly just from files, streams, buffers, etc. Using AltSketch you can draw Graphics with Brushes and Pens like you do it with any drawing library. As AltSketch has several integrations with most popular GUI systems and Mobile platforms, you can develop and test a drawing part of your 3D application/game as independent program, and then easy integrate it into your main solution. It is flexible and useful development method in case of main project bulking and test complexity, or useful for team development process.

AltGUI has a Virtual File System support with Zip containers for resources loading. All AltGUI functionality & extensions works via VirtualFS and all resources can be loaded as from real file system, so from Zip containers (from files or memory streams).

AltGUI – Unity UI & NGUI integrated Professional GUI Framework with Windows Forms like API and hundreds of controls. With AltGUI you can develop, use and distribute controls for Unity UI and NGUI (and native AltGUI and AltOS) applications without any differences per each GUI (yours receivers just must have AltGUI SDK). With AltGUI you no more need any specific not flexible and hard coded operations with vertex and texture buffers/objects – just draw your controls with pens, brushes, fonts, boolean geometries, etc. with the single API like it processed with System.Drawing in Windows Forms or draw funcs and shapes in WPF. AltGUI can be used directly without any other GUI (useful in developing process). AltGUI controls can be used in Unity UI or NGUI like Windows Forms controls can be used in WPF or WPF controls can be used in Windows Forms. Using AltGUI you can create professional applications with powerful UI.

Because AltGUI has Windows.Forms like API and functionality (in conjunction with AltSketch that is similar to System.Drawing) it's easy to understand it and port to AltGUI a wide variety of useful libraries and solutions.

AltGUI SDK includes wide variety of extensions: ported to AltGUI popular libraries (GUI, Plot, GIS, Computer Science, Physics, Graphics etc.):

  • HTML Renderer
  • ICSharpCode TextEditor
  • SVG.NET
  • GMap.NET
  • NPlot
  • OxyPlot
  • PieChart
  • ZedGraph
  • PDFsharp
  • Box2D
  • Farseer Physics
  • AForge.NET
  • Gwen GUI
  • etc.

 

HOW TO:

Okay, do you want to know how it's possible to create AltGUI controls usable for Unity UI and NGUI and so on? Let's go.

Unity UI & NGUI have 2 major UI elements:

  • AltSketch Paint
  • AltGUI Control Host

AltSketch Paint is the base drawing visual control. It makes all for the drawing process and can be used dirrectly as separated UI Element. There are 2 major parameters for it:

  • Max FPS - defines maximum refresh calls per second. For invalidating AltSketch Paint you must to call its function Invalidate(). Without this call AltSketch Paint will redraw only on start or when it resized. But if you call Invalidate() on every Update, it will redraw self no more then MaxFPS times per second. So you can call Invalidate so often, as you want - it invalidates not often than MaxFPS times per second. It's useful for the most UI controls, because it's state changes not so often, but can contain many drawing operations. By default we set this parapeter to 60 fps (just the middle of 30 and 120). You can change it to any other value per control.

AltSketch Paint Unity Editor Properties

  • Render Type - Software or Hardware. As you could understand we use buffered graphics for controls. You can draw any compound graphics with just 1 draw call per frame. All control render makes to a Texture. In Unity AltSketch can render in 2 ways: Software rendering to Texture2D using AltSketch powerful and fast internal Software render, or Hardware rendering to RenderTexture. Software Render in many cases faster than HW (because it’s no reason of triangulation and other addition procedures). Also no HW Draw Calls used. So SW render used by default for controls. You can change it in the Object Inspector per control. Also you can change it on the fly.

You can attach script to AltSketch Paint control and connect to onPaint event to process painting process. In Update func of script you can call Invalidate() func of AltPaint when you need to redraw your AltSketch Paint element. In the AltGUI SDK look at AltSketch Paint example - it's very simple.

The second major element is AltGUI Control Host. It uses AltSketch Paint for render itself and can process the most variety of UI events (keyboard, pointer, etc.). And it serves as host for AltGUI controls. The main property of this control is 'Child'. You can put AltGUI Control Host control to the scene, attach script that creates AltGUI control and set its instance to AltGUI Control Host 'Child' property. AltGUI control don't know anything about AltGUI Control Host, but can live in it usefully receiving all events.

    public class MyScript : MonoBehaviour

    {

        void Start()

        {

            gameObject.GetComponent<AltGUIControlHost>().Child = new MyAltGUIControl();

        }

    }

Another way is to create Unity UI or NGUI control derived from AltGUI Control Host and initialize 'Child' property in Start() function of it. Also you can add some cross-calls and Unity Editor properties to it to make this UI control more professional and useful. AltGUI SDK contains several such controls ready to use dirrectly in Unity UI & NGUI (menu structure equals for the Unity UI & NGUI):

AltGUI Unity Editor Menu

So we already know about host controls for the both UI systems. The last thing we must to do is just to create a new AltGUI control. It's very easy:

    public class MyAltGUIControl : Alt.GUI.UserControl // or can be derived from Alt.GUI.Control

    {

        public MyControl()

        {

            //  your code

        }

        protected override void OnPaint(Alt.GUI.PaintEventArgs e)

        {

            base.OnPaint(e);

            //  your code

        }

        protected override void OnPaintBackground(Alt.GUI.PaintEventArgs pevent) ...

        protected override void OnResize(Alt.GUI.ResizeEventArgs e) ...

        protected override void OnKeyDown(Alt.GUI.KeyEventArgs e) ...

        protected override void OnKeyUp(Alt.GUI.KeyEventArgs e) ...

        protected override void OnKeyPress(Alt.GUI.KeyPressEventArgs e) ...

        protected override void OnMouseDown(Alt.GUI.MouseEventArgs e) ...

        protected override void OnMouseUp(Alt.GUI.MouseEventArgs e) ...

        protected override void OnMouseMove(Alt.GUI.MouseEventArgs e) ...

        protected override void OnMouseWheel(Alt.GUI.MouseEventArgs e) ...

        protected override void OnMouseClick(Alt.GUI.MouseEventArgs e) ...

        protected override void OnMouseDoubleClick(Alt.GUI.MouseEventArgs e) ...

        protected override void OnMouseEnter(System.EventArgs e) ...

        protected override void OnMouseLeave(System.EventArgs e) ...

        protected override void OnMouseHover(System.EventArgs e) ...

        //  And hundreds additional event overrides...

    }

In addition to overrides of event hadlers AltGUI cotrols contain events in the same notation:

        Alt.GUI.PaintEventHandler Paint;

        Alt.GUI.KeyEventHandler KeyDown;

        Alt.GUI.MouseEventHandler MouseDown;

        ...

Almost all properties/events/functions of each AltGUI control is <summary> documented and can be viewed by intellisense or Assembly View. All functionality and API is like Windows.Forms controls, so it's easy to understand it's work.


Let's try AltGUI and enjoy it! ;)
 

ANNOUNCE:

AltGUI has a wide variety native controls (Docking Windows, Menus, Advanced Editors, Lists, Trees, Data & Property Grids, Buttons, Tabs, File/Font/Color/Other Dialogs, etc.), Data bindings, hundreds of properties, events and funcs. All AltGUI controls can have HTML4/CSS2 backroundXAML, Animations, View Models, and pther functionality is under develop. Any AltGUI control can be used in Unity UI & NGUI.

All that will be demonstrated soon in new demo with new AltGUI tool AltOSAltOS is an like Virtual Environment for AltGUI native applications like SilverOS but more functional and flexible. All AltGUI applications working in AltOS in cooperative multitasking - all AltGUI applications working in one thread. Preemptive multitasking (each app working in its own thread) is in the roadmap.

Also the most amazing AltGUI tool is AltStudio! It's the first developing tool based on absolutely Virtual GUI. AltStudio will be integrated into Unity Editor and will have a powerful Designer Tools for AltGUI and source code editor. And it's coming soon too with new AltGUI examples and applications!

And of course AltOS and AltStudio tools will be the part of AltGUI SDK.

So let’s make the Unity World better!
 

Some screenshots are represented below. Look more in AltSoftLab Screenshots Gallery

AltGUI Unity NGUI Integration - Vector Text Double Path Transform

AltGUI Unity NGUI Integration - Vector Text Double Path Transform

AltGUI Unity UI Integration - HTML Panel

AltGUI Unity UI Integration - HTML Panel

AltGUI Unity NGUI Integration - GMap

AltGUI Unity NGUI Integration - GMap

AltGUI Unity UI Integration - ICSharpCode TextEditor

AltGUI Unity UI Integration - ICSharpCode TextEditor

AltGUI Unity NGUI Integration - NPlot

AltGUI Unity NGUI Integration - NPlot

AltGUI Unity UI Integration - OxyPlot

AltGUI Unity UI Integration - OxyPlot

AltGUI Unity NGUI Integration - 3D Pie Chart

AltGUI Unity NGUI Integration - 3D Pie Chart

AltGUI Unity UI Integration - SVG

AltGUI Unity UI Integration - SVG

AltGUI Unity NGUI Integration - QuickFont

AltGUI Unity NGUI Integration - QuickFont

AltGUI Unity UI Integration - Geometry Sin Transform

AltGUI Unity UI Integration - Geometry Sin Transform

AltGUI Unity NGUI Integration - Farseer Physics

AltGUI Unity NGUI Integration - Farseer Physics

AltGUI Unity UI Integration - Geometry Boolean Operations

AltGUI Unity UI Integration - Geometry Boolean Operations

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Posted by AltSoftLab Team Thursday, June 4, 2015 8:42:00 PM Categories: News Releases
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AltSketch 0.88 - Titan-UNITY 

Unity

We are pleased to present a new version of AltSketch Graphics Library under the code name Titan-UNITY! Yes, AltSketch came to Unity Game Engine!

AltSketch Unity SVG Transformations


New HW Render Backend implementations coming very soon! Follow the AltSoftLab news on this Site, on Twitter and on Facebook

As AltSketch has several integrations with most popular GUI systems and Mobile platforms, you can develop and test a drawing part of your 3D application/game as independent program, and then easy integrate it into your main solution. Now you can draw Graphics in 3D with Brushes and Pens like you do it with any drawing library. It is flexible and useful development method in case of main project bulking and test complexity, or useful for team development process. Now you can develop graphics part of your Mobile applications without using an emulator as stand-alone application, only running on Mobile devices (or Emulator) for final tests.


We made some changes to HW Render backends, some changes to Demo and Integrations. So please upgrade your projects. Also all resources has been optimized and restructured to more compact size & faster loading.

Look other Screenshots in Image Gallery or play with Silverlight Online Demo

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Posted by AltSoftLab Team Friday, July 25, 2014 1:39:00 PM Categories: News Releases
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Unity Announce 

Coming Soon!

Unity

We are pleased to announce that AltSketch Graphics Library comes to Unity Game Engine! Follow the AltSoftLab news on this Site, on Twitter and on Facebook

AltSketch Unity 3D

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Posted by AltSoftLab Team Monday, July 21, 2014 3:37:00 PM Categories: News
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AltSketch 0.87 - Titan-OGRE 

OGRE Axiom

We are pleased to present a new version of AltSketch Graphics Library under code name Titan-OGRE!


OGRE

Next HW Render Backends Released! We decided to implement AltSketch Hardware Render Backend on OGRE. OGRE Integrations and Integration Demos has been created.

AltSketch OGRE Vector Text Double Path Transformation


Axiom

And the second one Backend has been implemented on Axiom - C# port of OGRE.

AltSketch Axiom SVG


New HW Render Backend implementations coming very soon! Follow the AltSoftLab news on this Site, on Twitter and on Facebook

As AltSketch has several integrations with most popular GUI systems and Mobile platforms, you can develop and test a drawing part of your 3D application/game as independent program, and then easy integrate it into your main solution. Now you can draw Graphics in 3D with Brushes and Pens like you do it with any drawing library. It is flexible and useful development method in case of main project bulking and test complexity, or useful for team development process. Now you can develop graphics part of your Mobile applications without using an emulator as stand-alone application, only running on Mobile devices (or Emulator) for final tests.


We made some changes to HW Render backends, some changes to Demo and Integrations. So please upgrade your projects. Also all resources has been optimized and restructured to more compact size & faster loading.

Look other Screenshots in Image Gallery or play with Silverlight Online Demo

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Posted by AltSoftLab Team Friday, July 18, 2014 11:17:00 AM Categories: News Releases
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AltSketch 0.86 - Titan-DELTA 

Windows Phone Android (MonoDroid) iOS (MonoTouch) XNA MonoGame

We are pleased to present a new version of AltSketch Graphics Library under code name Titan-DELTA!

In this release we present new mobile OS support: Android and iOS! Yes, from now AltSketch can be used almost on all mobile platforms! Also we present AltSketch Android (1.6 or higher) Integration.

AltSketch Android Demo

As AltSketch has several integrations with most popular GUI systems and Mobile platforms, you can develop and test a drawing part of your 3D application/game as independent program, and then easy integrate it into your main solution. Now you can draw Graphics in 3D with Brushes and Pens like you do it with any drawing library. It is flexible and useful development method in case of main project bulking and test complexity, or useful for team development process. Now you can develop graphics part of your Mobile applications without using an emulator as stand-alone application, only running on Mobile devices (or Emulator) for final tests.


XNA MonoGame

Next HW Render Backend Released! Thirdly we decided to implement AltSketch Hardware Render Backend on XNA / MonoGame. We created XNA, MonoGame & SIXna Integrations and Integration Demos for a wide variety of platforms. Other HW Render Backend implementations coming very soon! Follow the AltSoftLab news on this Site, on Twitter and on Facebook

AltSketch XNA Windows Phone ExtBrush


Farseer Physics

Also a 2D Physics Engine for Games - Farseer Physics has been ported to AltSketch & of course we created AltSketch.FarseerPhysics demo.

AltSketch XNA MonoGame Farseer Physics Car


We made some changes to HW Render backends (NeoAxis & Irrlicht), some changes to Demo and Integrations. So please upgrade your projects. Also all resources has been optimized and restructured to more compact size & faster loading.

Look other Screenshots in Image Gallery or play with Silverlight Online Demo

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Posted by AltSoftLab Team Wednesday, July 9, 2014 3:37:00 PM Categories: News Releases
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AltSketch 0.85 - Titan-GAMMA 

Windows Phone

We are pleased to present a new version of AltSketch Graphics Library under code name Titan-GAMMA. And from now all AltSketch Extestions are open sourced! We hope these will be more useful for our community.

In this release we present an AltSketch Windows Phone (7 or higher) Integration. Yes, AltSketch goes to mobile platforms!

AltSketch Windows Phone Vector Text

As AltSketch has several integrations with most popular GUI systems and Mobile platforms, you can develop and test drawing part of your 3D application/game (now you can draw Graphics in 3D with Brushes and Pens like you do it with any drawing library) as independent program, and then easy integrate it into your main solution. It is flexible and useful development method in case of main project bulking and test complexity or useful for team development process. Now you can develop graphics part of your Mobile applications without using an emulator as stand-alone application, only running on Mobile devices (or Emulator) for final tests.


Box2D

Also a 2D Physics Engine for Games - Box2D has been ported to AltSketch & of course we created demo of AltSketch.Box2D.

AltSketch NeoAxis Box2D Dominos


AltSketch Awesomium Web Browser

As announced earlier the Awesomium Web Browser has been integrated into AltSketch Demo.

AltSketch NeoAxis Awesomium Web Browser


We made many changes to HW Render backends (NeoAxis & Irrlicht), some changes to Demo and Integrations. So please upgrade your projects. Also all resources has been optimized and restructured to more compact size & faster loading.

Look other Screenshots in Image Gallery or play with Silverlight Online Demo

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Posted by AltSoftLab Team Tuesday, June 24, 2014 5:23:00 PM Categories: News Releases
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Awesomium Web Browser AltSketch Integration 

Announcement

AltSketch Awesomium Web Browser

Demid Korneev implemented Awesomium Web Browser ​AltSketch Integration. He would agree to include integration example into AltSketch SDK. Please wait the nearest release to play with it. It's coming very soon!

AltSketch Irrlicht Awesomium Web Browser

AltSketch Irrlicht Awesomium Web Browser

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Posted by AltSoftLab Team Wednesday, June 11, 2014 1:59:00 AM Categories: News
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AltSketch 0.84 - Titan-BETA 

Second HW Render backend on NeoAxis 3D Engine

AltSketch NeoAxis 3D Engine

Next HW Render Backend Released! Secondly we decided to implement hardware render on NeoAxis 3D Engine. AltSketch 0.84 is the Beta version of Titan Release with two HW Render Layers (on Irrlicht 3D Engine via Irrlicht Lime .NET wrapper and on NeoAxis 3D Engine). Other HW Render Backend implementations coming very soon! Follow the AltSoftLab news on this Site, on Twitter and on Facebook

As AltSketch has several integrations with most popular GUI systems, you can develop and test drawing part of your 3D application/game as independent program, and then easy integrate it into your main solution. It is flexible and useful development method in case of main project bulking and test complexity or useful for team development process. Now you can draw Graphics in 3D with Brushes and Pens like you do it with any drawing library.

 

NeoAxis Accord Face Detection and Vector Text Transformation

AltSketch NeoAxis Accord Face Detection and Vector Text Transformation

NeoAxis ExtBrush

AltSketch NeoAxis ExtBrush

NeoAxis GMap.NET and CombinedGeometry

AltSketch NeoAxis GMap.NET and CombinedGeometry

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Posted by AltSoftLab Team Friday, June 6, 2014 3:48:00 PM Categories: News Releases
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