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Nobody goes into game development thinking "I'm going to make things hard on myself", rather; inexperience and excitement of the unknown drags them into horrible time-sinks, where experience is gained and where souls are crushed.
A custom game Graphical User Interface is just such a lure.
Common pitf…
A custom game Graphical User Interface is just such a lure.
Common pitf…
Audio system development is a hugely under-discussed topic. Naively implemented audio systems can seriously hamper developers of non-trivial games and force them to settle for a less audio-rich game.
I'm going to talk about a few different aspects of Audio in games, there is a surprising amount to …
I'm going to talk about a few different aspects of Audio in games, there is a surprising amount to …
State is wonderful, but without processes to change state it is useless; it would remain frozen in time, just as the developer created it.
When a game is created in the Selenite Editor, the configuration of the state is built as it should be for when the game starts:
When a game is created in the Selenite Editor, the configuration of the state is built as it should be for when the game starts:
- NPCs waiting to be discovered.
- Ene…
Instances, Instances, I love instances :)
We've covered a lot of ground, before the tangent about resources we had just finished talking about class objects. Class objects hold the immutable data that was designed in the Selenite Editor and provide information to instance objects, the data that act…
We've covered a lot of ground, before the tangent about resources we had just finished talking about class objects. Class objects hold the immutable data that was designed in the Selenite Editor and provide information to instance objects, the data that act…
I hope everyone has had a wonderful weekend :)
In my previous post, I explained how unique resource file names were generated using the data contained within them. This is a darn useful feature, but in the long run it can undermine one of the biggest mainstays of game development.
Nobody's Perfect
If…
In my previous post, I explained how unique resource file names were generated using the data contained within them. This is a darn useful feature, but in the long run it can undermine one of the biggest mainstays of game development.
Nobody's Perfect
If…
In my last post I explained Object Classes which store constant data which simply won't change during the course of a game; before I move on to Object Instances I would like to explain why this feature exists.
During most of Selenite's life there were no classes
Classes are a relatively new feature i…
During most of Selenite's life there were no classes
Classes are a relatively new feature i…
Good morning to all,
Yesterday I spoke a lot about the Selenite Editor; explaining that it basically is a 'game maker' tool where the game developer can create complex gameplay in a small amount of time.
While that will probably require more explanation to understand the fine details of what is possi…
Yesterday I spoke a lot about the Selenite Editor; explaining that it basically is a 'game maker' tool where the game developer can create complex gameplay in a small amount of time.
While that will probably require more explanation to understand the fine details of what is possi…
I know what you're thinking, 'oh great, another developer with another engine'; forever locked in the infinite alpha-stage, coding away on useless features that will never see a completed game.
Of course not, like all of my game engines, Selenite is a means to an end, or a few ends. And all of you …
Of course not, like all of my game engines, Selenite is a means to an end, or a few ends. And all of you …
Greetings all,
It's been a while, but due to the influence of several gamedev.net members I've decided to re-subscribe to GDNet+ and bring my journal back.
So what are you going to be journaling about?
Game engine development, and the development of Morning's Wrath 2;
many of you may remember my journ…
It's been a while, but due to the influence of several gamedev.net members I've decided to re-subscribe to GDNet+ and bring my journal back.
So what are you going to be journaling about?
Game engine development, and the development of Morning's Wrath 2;
many of you may remember my journ…
Greetings All, been a while :D
The Morning's Wrath site has been re-launched. With the downloadable, DRM-Free full version once again available for purchase.
We're busy finishing off The Lost City of Malathedra; it's been a long road, and it was almost canceled last year but Brian and I managed to k…
The Morning's Wrath site has been re-launched. With the downloadable, DRM-Free full version once again available for purchase.
We're busy finishing off The Lost City of Malathedra; it's been a long road, and it was almost canceled last year but Brian and I managed to k…
This morning I purchased a royalty free sound effects library from Partners In Rhyme, for about 100 bucks; the quality is really good and seems to cover the lions share of what we're gonna need for Malathedra and future games.
Morning's Wrath had really poor sound effects, mainly being comprised of …
Morning's Wrath had really poor sound effects, mainly being comprised of …
I've been doing some more graphical work for Malathedra:
For those interested you can see a neato animation of the above if you grab the new EDIANI Animation Viewer (which removes the concept of 'costumes' for the sake of generalization) and then grab the animation. Hope you like it :D
More work on …
For those interested you can see a neato animation of the above if you grab the new EDIANI Animation Viewer (which removes the concept of 'costumes' for the sake of generalization) and then grab the animation. Hope you like it :D
More work on …
So, for as long as I've been making 2D games, I really wanted a way to easily store animations. At first I would pack them into 2 Dimensional tables as a single large image, but this meant lots of transparent space waste (to keep things aligned), plus it required large image support, which on some…
Greetings all, I've been busy putting some final touches on my core library, and it looks like it's pretty much done. I still have to decide what kind of license I'm going to be releasing it under, and I'm still unsure weather it will be free or not (perhaps free for non-commercial applications), …
Greetings all,
It's been a while, I'm busy working on Malathedra's story modifications, and on future (not the engine for Malathedra, I'm not touching it lol) engine enhancements.
It occurred to me a few weeks ago, that I write a lot of engines, personally I don't think there is a lot wrong with this…
It's been a while, I'm busy working on Malathedra's story modifications, and on future (not the engine for Malathedra, I'm not touching it lol) engine enhancements.
It occurred to me a few weeks ago, that I write a lot of engines, personally I don't think there is a lot wrong with this…
Okay, some interesting news...
First off, after a lot of thinking I've decided to finish The Lost City of Malathedra, in it's current form (the 2D/3D mix), Brian Linton and I have gotten back together on the project and we're reworking it a bit to make it more manageable for a swift-ish finish relea…
Greetings all,
I've been further experimenting with 3D models (in milk shape) and physics Tokamak; and through it I've come to a large idea shift.
This sort of game would be better played in the first person perspective; now for a long time I've been a huge fan of 3rd person adventure games, however…
I've been further experimenting with 3D models (in milk shape) and physics Tokamak; and through it I've come to a large idea shift.
This sort of game would be better played in the first person perspective; now for a long time I've been a huge fan of 3rd person adventure games, however…
Yay, this week has seen some major work on the new engine.
First off, I played with lua some more and finally was able to get 'exactly' what I wanted in an elegant way, yay!
So with the scripting system finally settled it was time to finalize the new object system.
A problem that plagued the S3Engine …
First off, I played with lua some more and finally was able to get 'exactly' what I wanted in an elegant way, yay!
So with the scripting system finally settled it was time to finalize the new object system.
A problem that plagued the S3Engine …
So, after looking at Lua again with Phantom's post in mind, I found that you can place functions inside of variables in the global table; e.g.
function events.create()
end
this makes a key "create" with a value of the function pointer in the table "events" which is in the global environment.
So startin…
function events.create()
end
this makes a key "create" with a value of the function pointer in the table "events" which is in the global environment.
So startin…
So, I spent some time reworking the scripting system for my new engine.
Like the S3Engine I'm using LUA, however there were some evil hacks that I had to do in order to get it to work like I wanted to; this time around however I managed to fix a few.
Co-Routines:
Co-Routines is the main reason I like …
Like the S3Engine I'm using LUA, however there were some evil hacks that I had to do in order to get it to work like I wanted to; this time around however I managed to fix a few.
Co-Routines:
Co-Routines is the main reason I like …
So last night I sat down and did a bit more work to do a naive implementation of loading and showing a model.
I'm still using the .X loader for simplicity, but this time around I managed to load the model and it's materials and draw it using a simple textured shader, quite a nice feeling.
I'll probab…
I'm still using the .X loader for simplicity, but this time around I managed to load the model and it's materials and draw it using a simple textured shader, quite a nice feeling.
I'll probab…
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