Managed World

Techno-babble from yet another babbler RSS 2.0
# Monday, August 01, 2005

Well, my private life is officially over. I finally made the biggest mistake (read: "best decision of my life" (behind marrying my absolutely gorgeous bride of course (Hi Honey!!)). I went out and bought World Of Warcraft. After not being able to relax and play games for a couple of weeks due to all the programming leading up to Code Camp, I decided to play games ALL weekend. And you know what? It was everything that I hoped it would be. Call me a slacker, but I enjoy relaxing by parking my butt in front of a monitor and playing video games.

WoW is just as beautiful as Guild Wars and, save for teleportation routines, has no load screens once you're in game (Note To Game Makers: LOAD TIMES SUCK). Being the absolute loser that I am, I actually found myself spending a decent amount of my in-game time fishing, cook, picking plants (aka Herbalism), and making potions. Over the weekend, I was able to get my character up to Level 12.

My character is a Tauren Druid (say hello to my Bear Form bizitch). I'm located on the Draenor server and my character's name is Rendru. Caveat: While Rendru might sound decent and creative, I must admit that there is absolutely NO creativity to the name (tauREN DRUid). You see? Anyways, if you're around, ping me some time. I'll probably be soloing for quite a while (until I get to a certain point) but that doesn't mean we can't chat, right?

Anyways, what does this mean for all of you? Bluntly, I may not get the articles up as fast as I possibly would.

Posted in Personal
 #       Comments [5]
# Thursday, July 28, 2005

This one comes from a conversation I was having with a co-worker about starting to play First Person Shooters during lunch and/or after work to spice this place up a bit.

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Jason Olson says:

I found another FPS that we can play on our breaks: America's Army, since it is OFFICIALLY free and we wouldn't be braking any laws by doing so.

Loren Guthrie says:

sounds good... but aren't you worried we might start a game and then be stuck for years with no exit strategy?

Posted in Personal
 #       Comments [2]

As Mykre has already pointed out, it appears that the August 2005 SDK has been released. I'm not sure how "official" it is since it isn't reflected on the DirectX community site, or the latest SDK page yet (although that may change by the time you actually read this post).

Enjoy!

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I have one piece of advice for all of you game developers out there: learn shaders now!!!! Go out and pick up Sebby's book and do it now.

Let's look at some trends in the industry and see if we can't put some clues together (with freely available public information) to justify this decision.

1) The fixed function pipeline is emulated in shaders on a lot of newer graphics cards (meaning the "true" fixed function pipeline is almost no longer)

2) There is an entire Effects Framework in the SDK to make hooking into Shaders a heck of a lot easier and it is actively being developed on.

3) As my prior post shows, Microsoft is definitely NOT afraid of trimming the fat and is starting to prove just that.

4) In a good number of newer games, the fixed function pipeline is simply used as a "fallback" when some piece of functionality is missing.

As a game developer, I would want to start learning about shaders now (just like how I wouldn't waste the time learning DirectDraw).

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Well, I wasn't going to blog about this because I thought it was under NDA. But considering the following information is available in the publicly available slides that you can download from the DirectX MSDN site, I figure that I can blog about it just fine since it's available for the public.

If you look for the slide called "Deprecated Components" in the "DirectX SDK Roadmap" talk, you will notice that most of the components will become deprecated (including DirectInput and DirectSound). In fact, it looks like the only major component of DirectX left is Direct3D, everything else will soon officially become deprecated. Interesting, I must say.

I can't share the other nugget with you though because it's not in the slides posted on the site. Oh well, perhaps it won't be too long before I can share the information....

 #       Comments [2]
# Wednesday, July 27, 2005
I've gotten a good number of emails lately about the game development articles on GWB lately, so here is a rundown of the current status of them.
 
The current series on the GWB site is basically dead. HOWEVER, there are DEFINITE plans to finish the series under a different name and with a different perspective here on Managed World. All the posts about "BooM" have to do with progress of the game/engine that the articles will be written on.
 
I have decided to get the game/engine to a complete prototype stage first before writing the articles. Once that is finished, I will write ALL the articles and release them all together. This way, the end reader won't be frustrated by investing time into an unfinished game. The game by the end of the articles will technically be "done" but will be all programmer art but still fully functional. If you go to Managed World, you will notice that BooM is basically finished. The only thing I have left before starting seriously on all the articles are the game screens (the menu, game configuration, etc.). This shouldn't take too long as it will also be very programmer-art-centric.
 
Look for updates in the coming weeks.
 #       Comments [2]

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