Archive for the 'Prototyping' Category

Multithreading in Games

Sunday, August 3rd, 2008

I added a second thread to VDrift that does only rendering.  This post on gamedev goes into more detail about how it’s architected.  It seems to work pretty well, although I sometimes get crashes when starting the thing *shrug*.  Anyway, the method by which I’m doing this is with SDL’s threads and a class I […]

Idea for ambient-occlusion-like effect

Tuesday, April 8th, 2008

The idea of ambient occlusion is that the sky hemisphere is lighting all objects, so the more that any one part of an object is in view of the sky hemisphere, the lighter it will be (and vice versa).  Crysis popularized a screen-space approximation of this effect, and their implementation seems to resemble soft shadows […]

Multithreading Prototypes

Saturday, March 22nd, 2008

I started thinking about how to implement multi-threading in a game engine.  My idea is that if every subsystem is independent from each other one, then the updates can be done in parallel (so, each subsystem does its tick in a separate thread).  It’s then up to the higher level system to collect and distribute […]

GUI Ideas

Saturday, October 27th, 2007

I had some ideas about GUI widgets.  I was brainstorming about how to create a GUI that would be capable of displaying a tree of strings.  It seems like every widget needs x and y coordinates, plus location information saying what the x and y are relative to.  The location information would take the form […]

Early GUI Prototyping

Friday, October 5th, 2007

I did some early GUI prototyping.  I mainly dealt with the basic architecture of the classes.  I was able to extend my DERIVED class to make it work with my SERIALIZER class, so I can now serialize classes even if they are rife with inheritance.  Here’s the code: http://venzon.net/content/dev/prototyping/guitest.tar.bz2

Improved Serialization Prototype

Wednesday, September 26th, 2007

I’ve improved my serialization prototype to handle pointers.  Here it is: http://venzon.net/content/dev/prototyping/joe_serialization3.cpp

Serialization Prototype

Sunday, September 23rd, 2007

I prototyped a simple C++ serialization method. Check it out: http://venzon.net/content/dev/prototyping/joe_serialization.cpp Update: I cleaned up the code a bit and added support for STL lists. Here’s the updated code: http://venzon.net/content/dev/prototyping/joe-serialization2.cpp

Object Views

Friday, July 6th, 2007

I prototyped an object view class to implement the multiplayer system defined in this gamasutra article. Here it is (it’s a C++ file, but I had to rename it to .c to get wordpress to link it): Object View Prototype Why it’s cool:  it’s a generic class that can attach to an object, track some […]

Artificial Intelligence for FPS

Thursday, July 5th, 2007

I’ve been thinking a lot of about creating AI for an FPS game. This post I made on the gamedev forums has provided a lot of great feedback. My initial approach of using A* as a method for state space search may be slower than I’d hoped unless I can come up with a good […]

Client/Server Code

Monday, July 2nd, 2007

I’ve been experimenting with how to do client/server code while maximizing code reuse.  Generic serialization and deserialization seems difficult, so I’ve been prototyping to try to shake out an architecture.  I made a post on gamedev asking for some advice.  The C++ FAQ has some good ideas as well.

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