Jan
20
2013
0

Me, holding a seminar at Skövde University College? Madness I say!

No I actually were lecturing at Skövde University College for their game development program. It’s kind of crazy, the students were mostly in my age range and I stood in front of them lecturing about games. Afterwards I had more of a casual discussion with the students and talked about the book I am writing as lead author for Packt Publishing. I wanted to know what they had problems with and what I could help them with. The book is called SFML Game Development but I covered a lot more topics than just SFML with the students. I also went around in the groups as they were working on their projects and helped them and gave them hints and tips on how to solve the specific problems they had.

I found it extremely enriching and fun to do. Although it was a bit cold for a southern Swede like me to venture that far north.

Nov
15
2012
0

Making games in Ruby so far

Well I’ve been playing around in rbSFML now for a while and it’s been very satisfying to see how fast and easily your game evolves in Ruby. I recommend this language and I will try to give some tutorials for it.

Of course there are still some problems, like that every math operation is a heavy method call. Ruby truly embed the proverb for optimization:

The fastest code is the one never run.

(more…)

Nov
05
2012
0

Quickhull – Convex Hull mesh generation

I’ve written an article that is now available on Defrost Games. It’s about how to generate convex hulls and how I did it for our game Project Temporality.

Nov
01
2012
3

Working at Defrost Games

For the last couple of months I have been working at the indie game company Defrost Games. Been having a great time and been allowed to do some pretty neat stuff. Been playing around with pretty much everything in the game and the tools. I even got to fix some bugs in the time mechanics. Just recently I got to create straight up from nothing an algorithm that would let the artists place props in the level editor and then the level editor got to cut out the props geometry from the navigation mesh for the character. That was pretty cool, first I had to create everything that was needed in order to cut in the nav mesh that previously was made by artists in Maya. By that point it was using the geometry of the object but that won’t work since they are too highly detailed and it would result in a poor-performance navigation mesh with way too many triangles. So I had to come up with a way to optimize that as well.

Navigation mesh

Red lines are the navigation mesh and the blue represents the cut out area.

Yeah I’ve been having a blast at Defrost Games. I can’t wait till the game is released so I can brag about what I’ve worked on. Even though most of my stuff is not even directly visible. But most often it’s those things that are hard to do and interesting to make.

May
25
2012
0

Game projects have been updated yet again

Well just wanted to let know that the game projects have been updated again with more 3D projects and I have reformatted the pages a little to make them easier to read and take information from.

The Space Shooter, Real Time Strategy and the First Person Shooter games have all been uploaded and is now available for download. I hope you enjoy them.

Apr
22
2012
0

Game Projects updated

Alright my game projects page has been updated. There is still a lot more to add. Like the First Person Shooter and my current project I’m working on but also some more pictures and download links for the games already up.

Have a check and see what I have been part of creating!

Apr
16
2012
0

SFML 2.0-RC and rbSFML-RC

Since SFML 2.0 is getting a release candidate status now I will have to put out a release candidate for rbSFML as well. A tag has been put up on Groogy/rbSFML for the release candidate 1.0-rc.

Go ahead and use it and have fun coding in ruby! I am most interested in anything you have to show and especially if you find bugs or flaws in the design.

I was hoping to create documentation and RSpec specifications for the bindings but I don’t have the time currently. If anyone is interested to help me out and do some kind of tutorial or something like that please let me know.

Written by Groogy in: rbSFML | Tags: , , , , , ,
Feb
03
2012
0

First year at The Game Assembly Part 2 – Point & Click

Alright time for the Point & Click adventure. I got so much I want to write here. And I also want to say that after I finished this project I had a new-found respect for all point & click developers. Myst, Riven, Monkey Island, etc. You guys are geniuses! I could never have imagined how much work and love there is behind these games.

Alright so the game, what’s it’s about? Well we named it Moustache Chronicles : The Q-tards Uprising

Moustache Chronicles : The Q-tards Uprising

(more…)

Dec
19
2011
0

First year at The Game Assembly Part 2 – Text Adventure!

Alright so I finally got some time to continue writing about my experiences at The Game Assembly.

The first project we worked at in team was our text adventure game which we wrote in the ALAN language. This was my first experience working in a group and to top it off we even had different professions in the group. Sure we are both artisans but two very different kinds. We are programmers and they graphical artists. And the first wall we had to overcome was the clash between us. You could directly notice a difference in personality and workload. It really surprised me, I’ve always viewed myself as lazy, but my first impression was how easy going the artists were. We had strict guidelines to work from 9.00 to 18.00 but most programmers worked way beyond this as we had courses and homework at the same time as we had our project. The artists were the exact opposite and if we wanted something done we had to nag… a lot. It was an interesting experience to say the least.

(more…)

Aug
02
2010
1

Ascension – View script draft

Aight I’m coming somewhere now and is about to start on the three mode/view classes that will be called View, ViewController and ViewModel and they will work after the Model-View-Controller concept and first one to be made is the ViewModel which will be the configuration script interface to the application.

It will work like this that the game is going to open the folder “data/views” and in there it’s going to look up all the files that fit *.view and load each and one of them into their own ViewModel class.

Here’s an example script:

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self.SetName("Test")
 
OnInit = self.NewMethod("OnInit")
OnInit < Standard.Kernel.PrintLine("YAY! =D")
OnInit < quit_button.RegisterSignalHandler("Signal.Button.Click", OnButtonClick)
OnInit < background.FitToWindow()
 
OnDeinit = self.NewMethod("OnDeinit")
OnDeinit < Standard.Kernel.PrintLine("Auuw! D=")
OnDeinit < quit_button.UnregisterSignalHandler("Signal.Button.Click", OnButtonClick)
 
OnButtonClick = self.NewMethod("OnButtonClick", "b")
OnButtonClick < Application.Quit()
 
self.RegisterSignalHandler("Signal.Controller.Init", OnInit)
self.RegisterSignalHandler("Signal.Controller.Deinit", OnDeinit)
 
background = self.AddImage("data/graphics/background.png")
background.x = 0
background.y = 0
background.visible = true
 
quit_button = self.AddButton("Quit", "data/graphics/button.png")
quit_button.x = 100
quit_button.y = 50

There’s a lot more to be done here and some parts that I don’t show. For example I will also allow the ViewModel to receive the signal “Signal.Controller.Update” which is a signal from the controller that the view
is being updated. And the view always get updated once each frame. Though I would prefer to avoid the use of this signal as it will slow down the engine significantly if this method needs to be called each frame. And what if we got 100 objects showing that needs their own OnUpdate method called, and so on and so on. It will end up with that we only got 5 FPS or something like that. So instead I will add a lot of stuff like the “SetBackgroundImage” and the “AddButton” methods so that we prepare before it starts instead of working every frame.

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