Managed World

Techno-babble from yet another babbler RSS 2.0
# Monday, July 25, 2005
Well, I'm here at Meltdown. If any of you happen to be here and want to meet up, I'm in room 1618. Ciao!
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# Sunday, July 24, 2005
If you were at the Portland Code Camp and attended some of the Game Development tracks, I would love to hear your feedback. You can either post about it and tell us where it is, or simply add a comment with your thoughts. There are already several pieces of feedback that I think are great (and I want more). This will help us improve v2.0 and make it better for all of you, the ones actually attending the camp.
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# Friday, July 22, 2005

You know, either I have been waking up on the wrong side of the bed a lot more lately, or I'm simply starting to become an grump ol' codger. I'm sure by now, everyone AND their pharmaceutical assistants have heard about "Windows Vista". Well, if everyone AND their long-living, paraphernalia-selling, psychotropic drug-addict alter egos have heard of the Windows Vista news, why do we have to keep on repeating it?

I think this is why I do not like link blogs. I want to see content, or personality, or what have you. I don't want to simply see a link to a news story that I've already seen linked five million other places (let alone five million times by other bloggers on the SAME SITE). If you are going to post about Windows Vista, you better damn well be contributing something to the plate (even if it is simply a stupid, pet writeup like I'm doing here (not to toot my own horn (which I often do in private but not much in public (although I've thought about it from time to time)))). It seems like the more people that start blogging, the extraneous noise I'm having to filter through. My issue with the noise is that it's not PERSONAL noise.

If you are blogging simply to post links time and time again (without any personality or insight), than I think you are missing the WHOLE point of blogs. Of course, to each his own I suppose. But I can't imagine you can't find a better way to appease your vicious, patting-on-the-back nature. I mean, throw me a friggin' bone here. Give me some kind of clue that you're human. WAIT A MINUTE! Maybe that's the problem! Maybe most sites are actually populated by touring-test compatible cyborgs (also known as "blogging bots"). Yes, that's it. That HAS to be it. Well, at least that's how it LOOKS. And, like my mom always told me, if it looks like an apple, smells like an apple, and tastes like an apple, than it MUST be an apple (unless it's a turnip of course).

Believe it or not, I'm actually not all that disturbed about this, I simply thought it might be a good opportunity to flex my "personality muscles" for all of you to show off my entirely NON-Greek, NON-chiseled physique. C'est la vie.

Posted in Rants
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# Thursday, July 21, 2005
I just came across this article earlier this evening. It is an article about improving Managed DirectX performance. It is written by Tom Miller and is published in the latest MSDN magazine. Enjoy!
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Chris Williams and I were interviewed on the latest show of the GWB Podcast about various things like Microsoft Meltdown, Code Camp, and game development in general. It was a blast to be a part of (thanks Jeff!!). It definitely got me more psyched for this weekend's code camp. I felt like a total doofus while recording this but I suppose that's normal. The one thing I can say definitively after listening to the podcast is that I wish I had a more manly voice. Oh well, c'est la vie.

Enjoy!

Posted in Personal
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# Wednesday, July 20, 2005

Well, the early, unfinished, programmer-art, bare-bones prototype is finished for Tanks! I'm starting to get real psyched about this architecture. Anyone reading this that haven't read the book Game Coding Complete by Mike McShaffry, go buy it and read it now!!! (the source and binaries are posted below)

Through this whole series of first steps, I have come to learn a couple of things. First, when writing any game that has a physics element too it, it becomes really important to separate out your concerns. What do I mean by this? Well, most game objects should have at least two different models associated with them. First, there is a graphics model that describes how the game object should look (this is only important when presenting the game object to the user (the computer AI could care less how it looks)). Second, there is a physics model that describes how the object behaves in the world. By separating out these two responsibilities, it becomes easier to manage the development of your game objects.

One of the other things that was reinforced for me is the importance of baby steps, namely when refactoring. When I wanted to separate out the behavior of my objects into separate physics models, I initially tried to do it all at once. After it breaking, I rolled back all my changes (you ARE using Source Control, right?!?!?!?). Then I did about a three hour session of refactoring where I literally did small steps like "extract method" and "extract class" and what have you. After each step, I would test to make sure nothing was broken. After three hours, I realized I had arrived at my new architecture and I never once had to step into the debugger. What a GREAT feeling!!!

So, if this is just a prototype, what is missing? There is no UI while playing the game, which means the amount of life the tanks have left is not displayed and neither is the overall score. Currently, to kill the enemy tank, you need to hit it ten times. Once you kill it three times, the game is over. Another component that is still non-existent is enemy AI. Currently, the enemy tank simply sits there and waits to be killed.

There are some bugs to be aware of (actually, one major one that I can think of). Occasionally, the tank will stop responding to steering and thrust messages. When this happens, you can do a combination of pressing all the movement directions (the up, down, left, and right arrows) and firing the tank (the spacebar) and it will eventually kick in again. I'll probably wait to fix this bug until we are later in into the game.

I have added a readme file to the source zip file that describes what steps need to be taken in order to compile the code.

With all this said, I would like to provide you with the source and binaries for this version of Tanks! The architecture has changed quite a bit in the details since last release so feel free to download and play around with the latest release.

Enjoy!

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